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D10 Wasteland Random Encounters

D&D 5e · 996 scenarios · Roll d100 → roll D10

A complete D&D 5e random encounter table for wasteland scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 996 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a wasteland, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D10 to pick one of 10 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D10 Wasteland encounter table

d100 = 1

  1. D10=1:A dragon's hoard is located in the middle of a clearing in the forest. However, the dragon is nowhere to be seen. The party must decide if they want to risk taking some of the treasure or leave it be.
  2. D10=2:A giant sandstorm approaches, bringing with it deadly winds and blinding sand. The party must race against the storm to find shelter or risk getting lost in the wasteland.
  3. D10=3:A group of 2d4+2 soldiers marching along the road.
  4. D10=4:A group of 1d8+6 bandits are riding overland in carts and carriages. They are heading toward a town called Bridgewater. They will not attack unless attacked.
  5. D10=5:The players encounter a band of robed travelers huddled around an ornate mirror showing reflections of another dimension where their wishes come true. These 2d8 Reflections are mirror-bound souls seeking release from their crystalline prison. Players are tempted to bargain with these souls, risking becoming reflections themselves. Success reveals places of hidden power entwined with their deepest desires, though at a cost.
  6. D10=6:A group of friendly centaurs invite the party to their village for a feast and games. However, they are secretly hiding something that they don't want the party to find out.
  7. D10=7:Three warlocks styled as fashion critics emerge, severed heads on belts, wielding staves that project psychotic fashion critiques. Humor them for magical garments with quirky enchantments, or reject them and face spell flings aiming to “redecorate” players’ appearances in grotesque styles.
  8. D10=8:Amid the endless plains, the players discover a colossal stone clock half-buried in the sand. Each hour, a different portion of the clock emits a melodious chime that resonates across the Wasteland, summoning ethereal beings known as Timekeepers. These spectral figures offer to grant the players knowledge of future events or the power to alter recent past decisions, but in return, they require a portion of the player's life essence.
  9. D10=9:A patrol of 2d4+2 mounted soldiers marching along the road.
  10. D10=10:A group of mercenaries hired by a local lord are causing havoc in the area. The party must stop them and earn the gratitude of the villagers.

d100 = 2

  1. D10=1:A group of mutated plants suddenly comes to life and attacks the party. The plants are resistant to non-magical weapons and can even heal themselves by absorbing sunlight.
  2. D10=2:Discovering a bottomless well, your attempts to draw water bring forth a wraith-like creature. Its touch freezes life around it, and the well itself holds complex mechanical secrets leading to a hidden underground base of a forgotten faction.
  3. D10=3:A group of lizard men who are stealing food from a nearby village. They have 2d6+2 lizard men. The barn is filled with 20 sacks of wheat, 20 sacks of barley, 100 cabbages, 200 carrots, and 20 bales of hay. The lizard men have tied up the farmers and have taken their money and food.
  4. D10=4:A group of 4d12 ghouls is riding a giant giant slug. The slug is carrying almost 10 times its weight. The party can make it out to be a giant slug with a cage on its back. The giant slug is 25 feet long. The party can try to kill off the ghouls before they attack them or wait until they attack them.
  5. D10=5:A group of three gnome inventors, clad in hastily fashioned makeshift armor, are testing an "invincible Wasteland walker." Its many legs flail chaotically, achieving nothing. Between cries for help and exploding gears, they offer players a chance to repair it. Success means a shield against Wasteland creatures, failure results in monumental explosions attracting five Wasteland ogres.
  6. D10=6:Shivering cold winds blow over what seems like a lone obelisk adorned with etched runes hinting at dark sorcery. Approaching it awakens bonded stone golems. Defeating 1d4 golems reveals excavation instructions hiding beneath the obelisk’s surface.
  7. D10=7:Cross-eyed lion
  8. D10=8:Three cursed merchant ghosts haunt a crossroads demanding justice for their unjust deaths. The players can investigate the ancient crime or become part of the crossroads’ haunting ensemble.
  9. D10=9:Eight “enlightened” monks insistent upon achieving transcendence via absurd feats solicit aid. Grant succor for defensive stances and maneuvers or refuse, igniting phenomenally misguided attempts summoning rebellious spirits.
  10. D10=10:A giant troll is chasing a group of terrified villagers. The party must decide whether to fight the troll or try to calm it down.

d100 = 3

  1. D10=1:A group of 1d10+2 vultures circle around the party, but they will not attack. Usually no one can tell what they want, but if someone happens to know how to communicate with birds, they can find out that they need help finding 2d4 pieces of meat for their baby vultures before they can hunt for food for themselves again.
  2. D10=2:A group of 2d6+2 bandits that are trying to rob 2d6+2 farmers.
  3. D10=3:A group of 1d6+2 halflings who are traveling in caravans to trade with nearby towns
  4. D10=4:Amidst a field of withered flora lies a wounded fey who enlists players to exact vengeance on their betrayers. If the quest is ignored, the field becomes a dangerous, cursed wasteland that haunts the players.
  5. D10=5:A group of 1d6+2-sized conniptions that are trying to pick on a group of 2d6+1-sized giants. If the conniptions attack the giants, the giants will fight back.
  6. D10=6:A prisoner is being transported by a group of soldiers, but upon closer inspection, the prisoner is actually a powerful and dangerous demon in human form. The players must make a decision to help the soldiers or release the captive demon.
  7. D10=7:Amidst towering pillars of salt swept by gale-force winds, the remnants of an ancient sea deity’s temple can be found. The temple houses ancient tomes that can tame the wrath of sea and storm. Breaking into the inner sanctum requires overcoming the ancient sea guardians and deciphering riddles of sunken civilizations.
  8. D10=8:You see a foul mutant warrior with one human hand and one giant claw coming out of the middle of its chest. The mutant attacks the party with its giant claw and it is almost impossible to hit him. If a player can use an action point to attack him in a different part of his body, they will discover that his one hand is a vulnerable target. If the players don't destroy his one hand, they will be attacked by him again until they destroy his hand. If they do destroy his hand, he will run.
  9. D10=9:In the distance, you see a massive tower made entirely out of scrap metal and debris. As you explore, you realize it is actually a home for a group of giant mutants who worship a powerful deity of destruction. If you can prove yourself in battle, they may offer you a chance to join them.
  10. D10=10:Aram, a male human, is sitting by the road about 1 hour from sunset as he awaits for his friends to catch up. He says that he was walking down the road when he saw 3 wolves attack his friends. He says he didn't have time to do anything and hid behind a tree and waited for them to go by. He is currently staying at an inn in Crowthorne. He used to be a warrior, but now he is only a cook. He will be wearing armor and will have a sword with him. He will not say where he got the items.

d100 = 4

  1. D10=1:The party comes across a group of bandits who are trying to rob a family of travelers. The family is outnumbered and outmatched, but they refuse to give in to the bandits' demands.
  2. D10=2:The party is going to meet a merchant who is looking for a specific item. If the party takes this merchant to the location of this item, the merchant will pay the party 1gp per level per member. If the item is obtained, the merchant will pay the party 1gp per level per member. The NPC will not be in the party. The NPC will only give them directions to go to the item. The item is a magic ring that once belonged to a king. This king was killed by the party. The ring has the power to control animals. The party tried to take the ring before, but they had to fight monsters to get it. The ring is now in the possession of a shepherd. The shepherd owns a flock of 15 sheep. The shepherd has the ring tied around his neck.
  3. D10=3:The party comes across an abandoned mine with rumors of a valuable gem hidden deep within. However, when they enter the mine, they are greeted by a colony of hostile doppelgangers who have taken on the appearance of the miners. The party must use their skills of observation to determine who is real and who is a doppelganger in order to find the coveted gem.
  4. D10=4:A strange old woman wearing tattered clothes and a pointed hat is sitting on the side of the road. She offers to sell the party a potion that can grant them the ability to speak with animals for a limited time.
  5. D10=5:A stone tablet bears the marks of eleven vengeful ancestors seeking redress for an ancient slight. Players choose whether to help them find peace or suffer their furious haunt.
  6. D10=6:In the heart of the Wasteland, the players encounter a giant hourglass embedded into the ground, with sand swirling inside it. They quickly realize that time flows differently around it, causing them to age rapidly or regress to childhood randomly. The hourglass is guarded by 2d4 temporal wraiths, who feed on the time energy. Maesters from a distant city once used it for experiments, but now it serves as a twisted relic.
  7. D10=7:The party sees a group of eight rangers who are hunting. They are walking along the road, looking for game. It is unknown what they will do if they see the party.
  8. D10=8:A prisoner is being transported by a group of soldiers, but upon closer inspection, the prisoner is actually a powerful and dangerous demon in human form. The players must make a decision to help the soldiers or release the captive demon.
  9. D10=9:Vast stretches of cracked land teem with small, glasslike shards glistening menacingly. Ignoring them too long results in their sudden animation as 1d6 crystal golems controlled by a dark sorcerer demanding sacred texts contained within the nearby fallen temple ruins.
  10. D10=10:A gnome in a little house is looking for people to help defend his house.

d100 = 5

  1. D10=1:A group of five black-robed figures emerge from the sand and approach the party. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
  2. D10=2:A herd of wild horses grazes in a verdant field. Capturing one may provide a swift mount, but risks an encounter with 1d4 territorial centaurs.
  3. D10=3:A flock of 3d10 sentient tumbleweeds zip by, gossiping about last month's dust storm and knitting scarves out of tumbleweed fibers. They’ll trade dirt on local gossip for a favor: find them some non-prickly soil to nest in.
  4. D10=4:A dragon the size of a dog asks for directions to the Mountain of Modesty where it's supposed to learn the value of humility. If pointed in the right direction, it may offer tiny but precious favors.
  5. D10=5:The sound of drums can be heard in the distance. A group of 1d8 Goblins are dancing in a circle around an evil human cleric named The Giggler. He is a very short human with a gap in his front teeth. He is holding out his hands and muttering an ancient language. A red glow can be seen in his eyes. He is speaking to his dark god, Zernac, and he is asking for power to destroy the party.
  6. D10=6:A heavily armed orc is taking a bath. He has a set of armor and a set of weapons. He has 100 gold pieces and a magic potion. He is part of the orc tribe that lives in the area, but he wanders about the region.
  7. D10=7:A band of mysterious metal men are traveling down the road, looking for a town. They will attack the party if they aren't cautious, as they walk down the road, looking for a town. They appear to be humanoid and will attack the party with spells and attacks if they are provided with no food or treasure and/or attacked.
  8. D10=8:You sense a faint, strange magic a few days of travel away from the village where you are staying. The party must find the source of it. The magic will lead the party to a large mountain with a huge cavern entrance, which the party must go up to reach the source. Inside the cavern is the home of a group of kobolds that use their magic to steal the player characters items so they can later use them as they see fit. They only take items that they can use. They will keep the items and trade them with other kobolds for weapons and armor. The kobolds have stolen items that are worth 15,000 gold.
  9. D10=9:Gostick are lumbering creatures that live in the plains of the world. They are not undead and are not evil. Every night, they become agitated and migrate to any locations that were once inhabited by any intelligent humanoids that died about one week ago. Gostick eat the remains of intelligent life forms. They do not attack when in their normal state. As a player enters the plains, they see a group of 1d4+2 gosticks and a few gosticks in their normal state.
  10. D10=10:You come across a group of pilgrims on their way to a holy site to worship a deific entity. However, they are being ambushed by a group of bandits. The party can choose to help fend off the attack or take advantage of the chaos to steal from both sides. However, if they choose to help, the deific entity may reward them with a powerful blessing.

d100 = 6

  1. D10=1:Sages from a distant arcane university, six of them, seek proof of energy anomalies via invasive tests on "adventurers". Engage in their pseudo-scientific quiz; compliance brings temporary enhancements, rebellion turns them into deranged spellcasters wildly flinging destructive magic.
  2. D10=2:Oasis. The party finds an oasis surrounded by a forest. It is 7 miles wide and has a stream running through it. The oasis has a small city on one side, but the rest of the area is covered in sand and a few trees. The stream has fish in it. Fish can be caught for food. If a person drinks from the stream, the water will heal all wounds and remove diseases from it. This water can also completely heal any creature that drinks from the stream.
  3. D10=3:Anne of the Rubles: High Level Wandering Mad Mage "She is speaking in tongues, wearing purple and wields a magic bottle." She will talk to anybody before attacking them. She can be convinced to go on adventures with the party.
  4. D10=4:A group of 1d6+3 adventurers who are in search of an ancient ruin where great treasure lies buried. They came across an ancient ruin not far from the party's location but have been unable to enter it because a rock slide blocked the entrance. The adventurers are looking for people who can clear out the rubble so that they can enter the ruin and explore it
  5. D10=5:As your party trudges through the Wasteland, they come across a decayed village. The eerie silence is broken by a sudden cacophony of whispers from desiccated corpses that beg for release. They warn of a curse spreading through the land. Closer inspection reveals 2d6 wraiths lurking in the shadows, rising from the skeletal remains if disturbed.
  6. D10=6:The players encounter a debating team of 2d6 cockatrices arguing about crossing roads. Each side is dead-set (pun intended) on winning. Mediation might earn an unlikely alliance and perhaps an amusing pseudo-intellectual cockatrice professor.
  7. D10=7:A group of 2d10+2 gnolls are standing. They will attack the first non-gnolls they see. Their 2d4 armored war dogs will arrive on round 4 of combat.
  8. D10=8:A giant troll is chasing a group of terrified villagers. The party must decide whether to fight the troll or try to calm it down.
  9. D10=9:The sound of hoof beats can be heard in the distance. A group of 12 mounted soldiers can be seen riding in your direction. They are passing through and are not your friends. Their symbol is that of the House of the Cannibal. They are passing through on the way to the Western Wastelands.
  10. D10=10:Amidst a dead forest, twelve spectres lament their murder by rival druids. Players can restore the forest and avenge their deaths or face the spectres’ deadly embrace.

d100 = 7

  1. D10=1:A small, spectral village miraculously appears at dusk. Each house is a hive of frenzied spirits bound by ritualistic sacrifice ages before. Investigating reveals gruesome rituals gone wrong, and failing to participate brings the wrath of 2d6 ghost villagers.
  2. D10=2:The party comes across a group of refugees fleeing from a nearby city, which has been overrun by undead. The party can choose to help protect the refugees and fight off the undead or try to sneak past them to enter the city in search of valuable loot.
  3. D10=3:A group of survivors beg for the players' help as they are being chased by a swarm of giant mutated bees. The players can choose to help or leave the survivors to their fate, but the bees are guarding a hidden hive filled with valuable honey and potions.
  4. D10=4:A group of 4 stone golems are guarding some treasure. The treasure is fake.
  5. D10=5:A large group of 2d6+2 men dressed in robes with hoods and holding lanterns are walking down the road in opposite direction of you.
  6. D10=6:2d6 + 2d6 goblins are standing next to a large fire. The party is about to meet them. They will be throwing bones in the fire.
  7. D10=7:Abandoned alchemical equipment lies strewn across an open plain. The alchemist's spectral form lingers, mumbling of a great experiment gone awry. Any attempt to use the equipment releases 2d6 acid spirits bound by the alchemist’s failed experiment.
  8. D10=8:A group of 3d6+3 hobgoblins riding horses are riding towards the party at full speed. They are carrying short bows with them. They will attack anyone who gets close enough to them. They are all wearing chainmail armor and carrying short swords with them.
  9. D10=9:2d10 giant ants
  10. D10=10:Two dozen tumbleweeds shaped like skulls roll across the barren expanse, each one whispering ancient, forgotten names. If disturbed, they reveal tiny, mischievous pixies dwelling within, causing minor illusions to confuse the party.

d100 = 8

  1. D10=1:In a blasted plain littered with bones, players face a vengeful spirit of a betrayed warlord commanding 2d6 spectral warriors. Freeing his restless soul means settling centuries-old betrayals.
  2. D10=2:A caravan of merchants offers to trade valuable goods in exchange for protection on their journey through the wasteland. However, they may be carrying a dark secret that could put the players in danger.
  3. D10=3:A small group of rangers who are scouting out the area
  4. D10=4:As the party wanders through a deserted village, they are approached by a ghost who begs for their help in solving the mystery of their death. The party must gather clues and confront the culprit before the ghost can finally rest in peace.
  5. D10=5:The second entryway leads to an area with a small pond. In front of the pond, the party finds a hidden treasure chest. The chest is guarded by a 2d6+2 leeches. If you attack the leeches they will all come out of the pond and attack the party. They have 10 hit points each and live in the water.
  6. D10=6:A tentacle creature is lurking in a nearby river.
  7. D10=7:War drums beat rhythmically in the distance. Following them reveals spectral warriors in endless combat, re-living their last battle against an invading army. Helping one side bestows rewards in life, but eternal haunting from the opposing faction.
  8. D10=8:A cursed wasteland shrine guarded by six guardian spirits demands players decide the fate of travelers seeking refuge there. Denying their retribution invokes a terrible curse.
  9. D10=9:Encountering a peculiar windmill run by an enigmatic wind deity, players may seek protection by negotiating through challenging trials. Passing these explores links to air elemental portals and ancient aviation artifacts scattered across wastelands.
  10. D10=10:A floating garden made of bioluminescent plants and flowers drifts above the sands, supported by pods of levitating, giggling whisp-puffers. These ethereal jellyfish creatures demand the players undertake a whimsical quest to recover their lost ‘light seeds,’ lost to a pack of mischievous sand imps. The garden holds keys to unraveling an ancient celestial map that predicts the Wasteland’s mysterious celestial events.

d100 = 9

  1. D10=1:Witnessing a magical conflux as ley energies converge, creatures undergo unnatural evolution. Combatting evolved 3d8 wasteland creatures offers scientists’ notes detailing mutations spreading through various holds and probable epicenters.
  2. D10=2:Players chance upon an abandoned clock tower manned by an automaton harboring a peculiar clockwork dragon as an assistant. Fixing their mechanisms might grant protective shielding or interfere wrongly, resulting in attacks from mechanized defenders.
  3. D10=3:Two old women are fighting in front of a hill. They have staffs and daggers in their hands. They are screaming at each other. They are arguing about which of them will get to keep the hat of the dead person lying next to the one who is standing on top of the hill.
  4. D10=4:A group of 2d4+2 djinn in the middle of an argument. One of them is named Abed (or Othman). The djinn are seeking a soul in order to save their own life. The party can help, not help, or be hired by one of the djinn to help them kill the other one. They will give the party 2d6x100 gold coins and will ask for their soul in exchange for their help. They are in the middle of the wasteland because a mortin summoned them here by accident. They have been in the wasteland for a long time and are looking for a guide to get them back. They will offer to take the party with them if they help them fight off the ghouls who live in the wasteland. They are not evil.
  5. D10=5:A line of unusual egg-shaped stones rolling alongside the party expands into a ravaging pack of massive roc chicks searching for their vanished parents, their cries attracting ambivalent giants.
  6. D10=6:A group of humanoids (2d6+2 of each: dwarves, halflings, and pixies). They are fighting a
  7. D10=7:The sound of drums echoes through the night as the players come across a tribe of 1d6+1 lizardfolk performing a ritual to summon a powerful storm. The players must decide whether to stop the ritual or take shelter and face the consequences of the storm.
  8. D10=8:A d3 skeletal wyverns circling an exposed mesa, their bones rattling melodiously. Among the skeletal remains, the party finds a bard’s instrument, which, when played, summons the ghost of an ancient minstrel seeking to finish his final performance.
  9. D10=9:You see a huge hole that is 10 ft wide and 3000 ft deep. It looks like a crater into hell. You can see rips in the ground and small objects flying up out of the hole.
  10. D10=10:A herd of wild horses grazes in a verdant field. Capturing one may provide a swift mount, but risks an encounter with 1d4 territorial centaurs.

d100 = 10

  1. D10=1:A bewildered merchant pushing his wheeled stall of cursed and comical wares through the ruins of an old settlement offers exotic knick-knacks and potent—even if absurd—helpful items for the journey.
  2. D10=2:A group of 2d4+2 farmers who are heading to a nearby town to sell their grain and to buy supplies from the local merchants. The farmers are giving away 1d4+1 sp.
  3. D10=3:Skirting around a crumbling fortress, your party hears the cries of captives. As you investigate, you must navigate a deadly minefield. Solving the captives' plight reveals they hold knowledge of an underground cult destabilizing the nearby region with dark rituals.
  4. D10=4:The party encounters a disheveled prophet on the top of a solitary dune, muttering about impending doom and a "dark shadow crossing the land." Her eyes glow with divine energy. If approached, she reveals a hidden underground temple—if ignored, her prophecies echo in their dreams, foreshadowing cursed futures.
  5. D10=5:A massive sandstorm suddenly appears, making visibility and travel nearly impossible. The party must find shelter and wait out the storm, but they soon realize they are not alone as they hear howls and growls in the distance. If they can survive the night, they may uncover the source of the storm and put an end to it.
  6. D10=6:A black, oily river snakes through the Wasteland. Dead fish with humanoid faces float on its surface. Attempting to cross it summons 1d6 corrupted water elementals and leaves those who do with haunting dreams of a world drowned in darkness.
  7. D10=7:2 lizardmen
  8. D10=8:The players come across an old ruin, where an ancient curse has caused the dead to rise and walk again. One of the risen is the long-dead king of the land, who seeks to reclaim his throne and is willing to make a deal with the players for their help.
  9. D10=9:The players encounter a scorching windstorm carrying the vengeful whispers of banished fire spirits. They demand the return of their sacred relic, stolen by wizard mercenaries. Failure to comply results in scorching retribution.
  10. D10=10:The rotten smell of acid is coming from around the corner. The party can see a group of kobolds about to throw a vial of acid at them.

d100 = 11

  1. D10=1:Players encounter a group of 1d4+2 merchants. The merchants are returning to their homeland after selling their goods at a nearby city.
  2. D10=2:An isolated rock formation catches the eye, standing defiantly against the wasteland. Closer scrutiny reveals tiny fissures from which a golden glow emanates. Reaching the source awakens an ancient guardian—a celestial dragon—testing challengers for worthiness to wield a booby-trapped divine artifact.
  3. D10=3:They encounter a colossal tortoise shell half buried in the ground. Inside, it's adorned with ancient tribal markings that speak of a time when nature spirits walked the earth. Disturbing the resting place of the spirits awakens 1d6 spectral hunters.
  4. D10=4:Gostick are lumbering creatures that live in the plains of the world. They are not undead and are not evil. Every night, they become agitated and migrate to any locations that were once inhabited by any intelligent humanoids that died about one week ago. Gostick eat the remains of intelligent life forms. They do not attack when in their normal state. As a player enters the plains, they see a group of 1d4+2 gosticks and a few gosticks in their normal state.
  5. D10=5:A picturesque shrine guarded by 1d8 mystical wolves devoted to a forgotten deity, who require a worthy offering to allow passage.
  6. D10=6:As the players set up camp for the night, they hear a faint but beautiful singing in the distance. The source of the singing is a group of sirens who are luring travelers to their doom. The players must resist the enchanting song and defeat the sirens to continue their journey. However, if a player is charmed by the song, they will fall into a deep sleep and will need to be awakened by their companions.
  7. D10=7:A golden wheat field, an unusual sight in the Wasteland, waves gently in the breeze. 2d4 hidden scarecrows animate to challenge intruders and protect the field’s secrets.
  8. D10=8:Traveling through a wasteland of petrified trees, the party hears a distant, haunting melody. Investigating, they find an eccentric bard who claims to be the reincarnation of a dragon trapped in human form. He needs their help to recover three ancient dragon scales hidden within the maw of a fallen colossus, guarded by 2d4 mischievous gremlins, all the while picking apart their motives and fears with unsettling honesty.
  9. D10=9:Hill Giant is sitting in a tree. Huge bird of prey is flying by. Giant is eating the bird.
  10. D10=10:Druidic tortoises with stone shells move ponderously, each carrying a fragment of an ancient map that foretells the path to an ever-shifting labyrinth within the Wasteland.

d100 = 12

  1. D10=1:A half-dead hermit mutters of a cursed cavern holding ancient monsters trapped by duplicitous allies. Players can seal the cavern properly or risk monster retribution.
  2. D10=2:A small swarm of intellectually superior rats, having conquered their own micro-city built of bone, tests players' strategic minds. Aiding them in "political disputes" secures tactical wisdom, resisting draws mechanical war-mice, numbering twenty-five.
  3. D10=3:Ragged human tribesmen. There are 2d6 tribesmen and 10d10+20 tribeswomen with them.
  4. D10=4:In a cracked riverbed, the adventurers find a massive clockwork giant stuck in the silt, lamenting its misfortune in deeply philosophical prose. True freedom, it claims, can only be attained if the adventurers retrieve its missing mainspring from a crew of 2d4 elemental bandits fiercely defending their territory amidst an ancient quicksilver mine.
  5. D10=5:An exhausted ex-pirate airship captain offers his services in navigating perilous sand currents for a price, threading tales of hidden sky-islands rich with untouched treasure, if the party can endure his terrible yarns.
  6. D10=6:An enigmatic burning effigy stirs atop an ancient stone altar. Drawing closer awakens 2d4 fire spirit guardians ready to defend their sacred relic. Defeating them allows the players to dismantle symbols pointing to the true site of primal fires extinguished during an elder war.
  7. D10=7:A picturesque shrine guarded by 1d8 mystical wolves devoted to a forgotten deity, who require a worthy offering to allow passage.
  8. D10=8:You meet an old crone along a flower-lined path, her recipes capable of brewing powerful potions if given rare ingredients protected by 2d6 hostile desert elementals.
  9. D10=9:A rolling hill flocked with deer, each whispering warnings of dangerous fey who hunt anyone disturbing the harmony.
  10. D10=10:2d6+2 giant ants

d100 = 13

  1. D10=1:Two old men, named Hans and Gerhard, are riding a dilapidated raft down the river. They are of mixed blood, as can be seen from their greenish-brown skin and their yellow eyes. They are both goblins, but have nothing to do with any goblin tribe or group.
  2. D10=2:Skirting around a crumbling fortress, your party hears the cries of captives. As you investigate, you must navigate a deadly minefield. Solving the captives' plight reveals they hold knowledge of an underground cult destabilizing the nearby region with dark rituals.
  3. D10=3:Gog and Magog, two giant boars with a group of3d6 giant badgers. The boars and badgers will attack the party if they are attacked or if they are near a dead boar. They will leave the party alone if they leave the boar alone. The boars and the badgers are from the wilds.
  4. D10=4:A group of 2d4+2 djinn in the middle of an argument. One of them is named Abed (or Othman). The djinn are seeking a soul in order to save their own life. The party can help, not help, or be hired by one of the djinn to help them kill the other one. They will give the party 2d6x100 gold coins and will ask for their soul in exchange for their help. They are in the middle of the wasteland because a mortin summoned them here by accident. They have been in the wasteland for a long time and are looking for a guide to get them back. They will offer to take the party with them if they help them fight off the ghouls who live in the wasteland. They are not evil.
  5. D10=5:A mirage shifts into a towering citadel, nothing more than a spiritual echo of a divine sanctuary. Spirits of the ancient guardians offer glimpses of arcane cataclysms but repel those failing their tests as 2d8 spectral warriors in a shadow realm.
  6. D10=6:Grogs, 2d4+2 fighting griffons, are circling the party and making it difficult for the party to move. The griffons are difficult to hit and have dark vision.
  7. D10=7:The party will encounter an old man who is sitting on a log smoking a pipe. His pet bird is sitting on his shoulder. He will tell the party that he is a time-traveler and that he used to be a member of the Time council, but he retired from his duties. His name? The Healer.
  8. D10=8:A group of 2d10+2 gnolls are standing. They will attack the first non-gnolls they see. Their 2d4 armored war dogs will arrive on round 4 of combat.
  9. D10=9:Under a sky filled with raining meteors, each with a burning tail of magical energy, players find the remains of an old observatory. Its inhabitants, ethereal star-gazers, have left behind cryptic star maps leading to a meteorite imbued with celestial magic. Touching it, however, triggers cosmic visions and guardian golems of celestial iron.
  10. D10=10:A grumpy ogre tries to bury a treasure chest that giggles and wriggles every time he digs. He finally gives up and leaves it, but the players will have to persuade the enchanted, ticklish chest to cough up its contents: a cache of prank items.

d100 = 14

  1. D10=1:3d6 giant ants. They talk, and they just want food. If they don't get adequate food, they will attack. Every third round, 1d6 additional giant ants will appear and join in the fight.
  2. D10=2:As acidic rain falls, players come across a grotesque, twisted forest of petrified trees. At its heart is a sinister alchemist's laboratory that continues to emanate foul magic. Aberrant creatures guard the perimeter, and players must solve alchemical puzzles to neutralize residual toxic magic and gain powerful potions.
  3. D10=3:Worgs, 3d4+3. They will run away from the party. If they are attacked, they will fight.
  4. D10=4:An ever-burning bonfire in the middle of a barren plain reveals itself to be a refinery for extracting the essence of souls. Operated by 1d6 flame-dancing faeries, these ruthless entrepreneurs harvest the souls of the unwary. They tempt players with infernal contracts promising immortality and power. Breaking these contracts incurs the wrath of 3d6 fiery wraiths, who seek to reclaim their master's investment.
  5. D10=5:The party stumbles upon a group of 1d4+1 harpies who have captured a helpless adventurer. The players must either rescue the adventurer or leave them to their fate, potentially earning the harpies' wrath.
  6. D10=6:A man wearing a scarf asks the party for a ride to another city 50 miles away. The man is actually a thief who will steal from the party if they let him join.
  7. D10=7:Uls, the orcish cleric, is encountered in the wild. He has lost his way while traveling through the wilderness. He is currently looking for a village to get food and supplies. He will approach the party and try to ask them to help him get to his destination. He will be helpful to the party. If not provided with food and/or treasure, he will try to kill the party. Uls has 21 hit points. He will try to run away after he takes 15 points or after 3 rounds of fighting.
  8. D10=8:Stones weep from an otherwise mundane cliff, forming a trickling stream said to be sacred. Ghosts arising from its edge plead for the retrieval of enchanted runestones to lay their spirits eternally to rest.
  9. D10=9:2d6 + 2d6 goblins are standing next to a large fire. The party is about to meet them. They will be throwing bones in the fire.
  10. D10=10:A cloud of toxic gas approaches the party, forcing them to quickly find shelter. They must work together to cover their mouths and navigate through the hazmat-covered wasteland.

d100 = 15

  1. D10=1:A band of mysterious androids are traveling down the road, looking for a town. They will attack the party if they aren't cautious, as they walk down the road, looking for a town. They appear to be humanoid and will attack the party with spells and attacks if they are provided with no food or treasure and/or attacked.
  2. D10=2:Xanthar is flying overhead, and will circle the party for 1d4 hours. After that, he will fly away, never to return. He won't attack anyone.
  3. D10=3:An ancient clockwork dragon lies half-buried beneath shifting sands, its eyes flickering back to life upon the players’ approach. Rusted gears awaken, unleashing a bound army of clockwork minions. Bizarrely whimsical messages and hints are hidden within the dragon's mechanisms, leading to an ancient workshop where the blueprint of a legendary magical airship awaits those who can unlock its intricate puzzles.
  4. D10=4:A band of four emaciated druids beseech the heroes to help plant the “last seed of the Wasteland.” Planting it results in a cornucopia of wriggling, carnivorous plants that swiftly devour everything in sight—the druids flee, leaving chaos and sentient root vegetables.
  5. D10=5:Monumental pillars of bone rise from the earth, some still adorned with scraps of flesh. A sudden dust storm kicks up, and when it clears, players find themselves surrounded by 1d8 boneclaws, driven mad by ancient sorcerer wars.
  6. D10=6:A derelict watchtower pulses with dark energy, its vengeful guardian seeking to destroy the descendants of an old enemy. Players may aid the guardian’s quest or destroy it to cease future bloodshed.
  7. D10=7:Oasis. The party finds an oasis surrounded by a forest. It is 7 miles wide and has a stream running through it. The oasis has a small city on one side, but the rest of the area is covered in sand and a few trees. The stream has fish in it. Fish can be caught for food. If a person drinks from the stream, the water will heal all wounds and remove diseases from it. This water can also completely heal any creature that drinks from the stream.
  8. D10=8:You come across a group of travelers who are being ambushed by a group of werewolves. Will the party help them or let them fend for themselves?
  9. D10=9:Players chance upon an abandoned clock tower manned by an automaton harboring a peculiar clockwork dragon as an assistant. Fixing their mechanisms might grant protective shielding or interfere wrongly, resulting in attacks from mechanized defenders.
  10. D10=10:A group of 2d4 armed men riding on horse-back. They are traveling to the nearby town. They are tired and hungry. They are looking for a place to rest for the night. The party can use the town as a base of operations to further explore the area.

d100 = 16

  1. D10=1:A group of 4 cavemen driving 3 cavewomen in front of them toward a cave. They are hunting for female cavepeople for their own cave. They are looking for women to mate with. The cavemen are strong and tough with good fighting and leadership skills. They know how to be stealthy on the battlefield. The cavewomen are medium sized and are very strong, but weak in magic. They will try to fight back if given the chance. The cavemen can be males or females. The caveman's cave is 50 feet in diameter and 20 feet tall. Their cave is 3 miles north of their current location. They are hunting in a radius of 1 mile around their cave. The cavemen have a 1 in 10 chance of seeing the party during the hunt.
  2. D10=2:The players are hired by a powerful wizard to retrieve a magical staff from a powerful witch who has been terrorizing the surrounding villages. The witch is cunning and has created many traps in her lair, but the staff has the power to control the weather and can be a useful tool for the players.
  3. D10=3:Dung Beetles. The party sees a hill with 1d8 dung beetles digging holes and burrowing. If the party goes closer to the hill, the beetles will attack them. They have 20 hit points and will burrow away if they are injured.
  4. D10=4:You come across a man in a large feathery hat and a long cloak. He sits in front of a large tent next to a campfire. If asked, he will tell you that he is a fortune teller. He will ask you to sit down and tell you your future. If asked, he will ask for food and drink.
  5. D10=5:Bunch of trees and bushes ahead of you.
  6. D10=6:The party comes across an abandoned castle, rumored to have been the stronghold of a powerful necromancer. The castle is now home to a colony of giant bats who have made it their nesting ground.
  7. D10=7:You stumble upon a group of giant ants who are building an intricate network of tunnels. If you watch them for a while, you notice they are using pieces of metal and gems to line their tunnels. If you help them gather more materials, they will share their stash with you.
  8. D10=8:A notorious pirate captain offers to enlist the party's help in finding a long-lost treasure buried on a cursed island. The party must navigate through treacherous waters infested with dangerous sea creatures and solve the island's deadly puzzles to reach the treasure.
  9. D10=9:20 ghouls
  10. D10=10:The players are tasked by a group of dwarves to retrieve a precious gemstone that was stolen from their kingdom. The gem is currently in the possession of a powerful demon who is using it to power his army of demons. The players must defeat the demon and retrieve the gem before it's too late.

d100 = 17

  1. D10=1:Encountering a line of fifty despondent townsfolk awaiting an imaginary bus—with a quack alchemist as the driver—players must decide to either play along or expose the fraud. Help them shatter illusions for healing herbs, or refuse, facing hallucinogenic traps.
  2. D10=2:The party comes across a lone, injured traveler on the side of the road. As they approach to help, the traveler reveals himself to be a shape-shifting werewolf. If the party can help him find a cure, he promises to reveal the location of a long-lost werewolf pack with valuable resources and information.
  3. D10=3:Bunch of trees and bushes ahead of you.
  4. D10=4:A group of five harpies, mourning the death of their queen, seek vengeance on travelers. Players must address the root of their grief to avoid further brutal encounters.
  5. D10=5:4d12 ghouls
  6. D10=6:A group of 1d6+5 human highwaymen are riding overland in carts and carriages. They are heading toward a town called Bridgewater. They will not attack unless attacked.
  7. D10=7:On a blackened plain, players find a wrecked airship with survivors who accuse each other of sabotage. They must navigate the lies to find the true saboteur while under constant attack by 2d8 harpies.
  8. D10=8:While traveling through a dense forest, the players come across a group of 1d4+1 centaurs who are being attacked by a pack of 2d4+2 wolves. The centaurs ask for the party's help in fending off the wolves and offer a reward for their assistance.
  9. D10=9:A lone, tattered scarecrow stands in the middle of a field of corn. As the party approaches, they realize it is actually a powerful druid who was cursed by an evil wizard. They must help break the curse before the druid turns on them.
  10. D10=10:Stumbling into an eerie bone orchard, players find an overly eager lich sowing “skeleton seeds”. Aid him for necromancer-aligned boons—or anger him, sending forty-one skeletal abominations on the prowl.

d100 = 18

  1. D10=1:A wailing wind carries voices from an old battlefield, telling tragic tales of honor and betrayal. Searching the area reveals significant heirlooms, each item haunted by its former owner demanding closure.
  2. D10=2:The party finds a diseased uncle of the king. He's had an easy life, but he has been sick for a long time. He is blind and has many servants to help him.
  3. D10=3:A hidden spring bubbles with sparkling water, offering respite. However, 2d4 ghouls rise from the nearby soil to guard their ancient resting grounds.
  4. D10=4:A lone sage scours through lost intricacies, protected by mechanical constructs activated by forgotten clockwork magic. Assisting his search offers insight into ancient mechanical guardians buried in the Wasteland and information on rogue constructs serving a secret, unseen cabal.
  5. D10=5:A pack of 3d6+2 gnolls attacks the party, but as they are fighting, they suddenly stop and begin to flee in terror. Roll a perception check to see a massive dragon flying overhead, with the gnolls fleeing from its powerful presence. Will the party stay and fight the dragon or make a hasty retreat?
  6. D10=6:2d20 orcs, who are running away from a group of 2d10+30 humans. If they are attacked, they will fight. The party can try to help their side or the other side or both sides by attacking the other side or by staying out of it.
  7. D10=7:A small group of 1d4+2 dragonneer are approaching the party. The dragonneer have 2 riding dragons that they will fly on. The dragonneer group consists of 10 men from the kingdom of Perrin. They are coming to collect payment from the royal family for the supply of dragon eggs that were used for breeding. The dragonneer are well-armed and are highly skilled veterans. They will attack the party if they get close.
  8. D10=8:The party is approached by a village elder who begs for their help in finding a young girl who has gone missing in the nearby forest. However, upon reaching the girl, the party discovers she is actually a shape-shifting demon who has lured them into a trap. The party must use their wits to escape the demon's lair.
  9. D10=9:You are being chased by 1d10+4 lizard men in flying gondolas. The lizard men have a population of 100,000,000 underground nearby The lizard men were once normal humans, but were transformed into lizard-people by a powerful mage. And they reproduced. A lot. They're moving above ground because they're running out of space under the ground.
  10. D10=10:Beneath a mysteriously fluctuating aurora, players discover a stone circle surrounded by elemental guardians representing each phase of the moon. Successfully defeating these guardians and decoding lunar runes can bestow a lycanthropic blessing or curse that grants abilities tied to the moon phases.

d100 = 19

  1. D10=1:You come across a group of travelers who are being ambushed by a group of werewolves. Will the party help them or let them fend for themselves?
  2. D10=2:Amid a wasteland of endlessly undulating dunes and sudden sinkholes, players find an extraordinary gem-studded cavern. Here, a dragon made of crystal and sand mankind's ancient seismic tomb rests. Deciphering the geological riddles within these tombs grants knowledge for geomantic manipulation and valuable treasures.
  3. D10=3:A troop of 1d6+5 mounted soldiers marching along the road
  4. D10=4:At nightfall, the adventurers come upon a luminous oasis surrounded by skeletal trees. Here, a troupe of spectral dancers re-enact their final performance to please a forgotten god each night. To join and guide them to an afterworld, the party must defeat their jealous rivals: 2d6 ethereal hecklers with abilities to disrupt magic via rancid reviews.
  5. D10=5:The party is approached by a group of 1d6+2 gnomes who offer to pay them for their services as test subjects in their latest inventions. The gnomes promise that the experiments are completely safe, but things quickly take a dangerous turn. Will the party be able to escape the gnomes' laboratory and stop their mad experiments?
  6. D10=6:A mysterious figure appears on the road ahead, beckoning the players to follow. If they do, they are led to a hidden underground city inhabited by a race of 1d6+2 dragonborn. The dragonborn are initially wary of outsiders, but if the players prove themselves, they may be allowed to stay and explore the city.
  7. D10=7:At the heart of a nightmarish stretch of desolate land, known for whispers of ghosts and shadows that move unbidden, the players encounter a solitary willow tree that seems older than time itself. Beneath it, a forlorn dryad named Lysandra weeps. She is the guardian of a hidden underground spring, the last source of pure water for miles. She tells of a long-forgotten hero whose skeletal remains rest beneath the tree, tormented by an eternal curse. If the players can lift the hero's curse – by defeating a shadowy revenant – Lysandra will open the spring to them and heal their wounds, both physical and emotional. As the waters flow, wildflowers bloom, planting a new hope in the land.
  8. D10=8:The players come across an old, abandoned circus camp. Upon exploration, they discover that the performers were actually a group of powerful sorcerers who used their performances as a cover for their magical experiments. What secrets and dangers await inside the circus tents?
  9. D10=9:Players encounter a group of 1d4+2 fortune tellers traveling through the wilderness. Most are on foot while one is on an oxcart loaded with a large number of tarot cards and a few crystal balls.
  10. D10=10:The air grows thick with ash as an ashen storm approaches. Within the storm, the ghostly figures of an ancient pyromancer’s victims seek vengeance, led by their flaming skeletal leader. Seeking shelter here awakens their wrath.

d100 = 20

  1. D10=1:A pack of fifteen savage orcs led by a shaman with enchanted relics ambushes you, using the snarling terrain to devastating effect. Besting them reveals fragmentary maps hinting at treasure or strategic interests in the wasteland depths.
  2. D10=2:A traveling merchant offers the party a rare and valuable item, but it turns out to be cursed. Now they must find a way to break the curse before it's too late.
  3. D10=3:They stumble upon an abandoned arboretum, overtaken by corrupted nature. Lethal thorn vines attack intruders, controlled by a malevolent dryad who believes she is the last guardian of a dying world.
  4. D10=4:You see a fog coming from the distance. The fog is moving closer. You notice that the fog is moving against the wind. As the fog grows closer, you see that it is a moving mass of fire. The fire mass is getting closer and closer. The fire mass is open minded and if attacked, it will fight back. It is seeking to burn down all the towns and forests nearby. It will attack anyone who gets in its way. As it gets closer, it becomes clear that it is a giant mass of fire and fire serpents. They are moving towards Crowthorne and they are looking to burn down all of Crowthorne as well.
  5. D10=5:The party comes across a 1d4+1 injured angel who is being pursued by a group of demons. They must decide whether to help the angel and potentially face the demons' wrath, or ignore their cries for help.
  6. D10=6:The players stumble into a maze guarded by 2d4 minotaurs, once noble protectors turned by lies and deceit. Their fury turns on any who dare enter, seeking redemption through combat.
  7. D10=7:The ground here is cracked and brittle. Half-buried skeletons judder and clank together, animating into 1d6 bone golems. As players fight them, they discover they are guarded by a secret entrance to an underground bunker full of pre-apocalyptic relics.
  8. D10=8:In the sky, you see a woman dressed in white clothes flying to the side. Her clothes are torn and she she appears to have been attacked by some sort of flying creature. If you are flying, you will see that 3d6 creatures are flying next to her. Her clothes will fall to the ground, and her necklace will fall into the forest, not far from you.
  9. D10=9:Players encounter an injured goliath in the woods. A group of bandits captured him, drugged him, and left him for dead.
  10. D10=10:An unnatural quiet settles over the area. Shadows seem to move on their own, forming grotesque, shifting shapes. A powerful shadow dragon is using the Wasteland as its hunting ground and stalks the players, attacking only when they are most vulnerable.

d100 = 21

  1. D10=1:A lone goblin sitting under a tree. He is smiling and chuckling to himself. The goblin will say to the party that he is sitting under a tree and it's good to be alive. The goblin will ask the party what they were doing and ask how their day was. He's friendly and looking for work. His name is Snot-Gob.
  2. D10=2:A group of 2d8 humans is trying to collect a bounty on a group of 7d8 lizard men who have been killing people in this area. The lizard men are willing to fight with anyone so that they can keep their land.
  3. D10=3:A group of friendly goblins offer to trade their valuable weapons and armor in exchange for a rare item that the players possess. However, the goblins have a hidden agenda and may turn violent if the players refuse their offer.
  4. D10=4:You see a foul mutant walking around an abandoned city. He is looking for food. When the party approaches he asks for an apple to eat. If the party meets his demand, he tells them that he serves a powerful sorcerer. The sorcerer frequently sends him out to find food as there is not much in this city. If players approach the sorcerer's tower in the city, the sorcerer will notice them, and the sewer creature will show up and tell the sorcerer they are good, and then try to bite them. The sorcerer will tell them to leave or they will be killed. If they attack the sorcerer they will be attacked by the foul mutant and a group of 1d4 rats.
  5. D10=5:A giant eagle is flying over the party toward the direction of the party. It is looking for food.
  6. D10=6:An exiled prince dies in the players' arms, whispering of a royal conspiracy. His traitorous siblings seek the players’ heads in retribution, guided by merciless golems programmed to terminate all perceived threats.
  7. D10=7:It is pouring down rain, but you see a small group of 3d4 humanoids running in your direction. They jump into a boat and row across the river. Look away and they are gone.
  8. D10=8:A patch of eerie, luminescent fungus spreads across the ground in random swirls, releasing an intoxicating scent. It attracts critters that look like animated root vegetables, which offer dubious advice with grandiose flair.
  9. D10=9:Players find a derelict ship's remains, haunted by five vengeful spirits of those who died of thirst. They seek justice against their past mutinous crew. Players must choose justice or obliteration.
  10. D10=10:A trio of 3d10 sardonic cacti discuss philosophy and the pointlessness of fruitless land existence. Convincing them to think more optimistically and blossom might earn useful (if prickly) additional firepower in a tight situation.

d100 = 22

  1. D10=1:A group of 1d6+2 bandits that are trying to rob a merchant wagon.
  2. D10=2:A crazed wizard appears out of thin air and demands that the party complete a quest for him. If they refuse or fail, he threatens to turn them into toads.
  3. D10=3:Lured by the sound of crystal chimes during a clear night, players find a grove brimming with radiant crystals resonating with raw magic. These crystals contain imprisoned fae-mages from an ancient conflict. Freeing these mages involves delicate bypassing of crystal traps and unweaving binding spells.
  4. D10=4:A group of 2d6+1 peasants. On the road, the party encounters a group of 1d6+3 merchants. Both groups have been in the wilderness for 3d6 days. They are friendly.
  5. D10=5:A group of goblin merchants offers the party a deal – they will sell them a valuable artifact, but in return, the party must help them overthrow their brutal king. The party must weigh the risks and rewards of helping the goblins and decide if it is worth the trouble.
  6. D10=6:Wagon train with a traveling dwarf merchant. He trades for rare and valuable things. The merchant will ask the party if they want to buy his wares. He has 2d4 potions for sale.
  7. D10=7:A cold, still night reveals an abandoned mineshaft emanating eerie light. Finding stolen goods triggers alarms, awakening 3d6 vengeful spirits. Resolving their unrest divulges mining lore and hints at deep tunnels connecting realms long separated.
  8. D10=8:A group of 2d6+3 gnolls and a gnoll shaman approach the party. They demand 2d20 gold or they will attack.
  9. D10=9:1 young gorgon
  10. D10=10:A group of friendly goblins offer to trade their valuable weapons and armor in exchange for a rare item that the players possess. However, the goblins have a hidden agenda and may turn violent if the players refuse their offer.

d100 = 23

  1. D10=1:A prisoner is being transported by a group of soldiers, but upon closer inspection, the prisoner is actually a powerful and dangerous demon in human form. The players must make a decision to help the soldiers or release the captive demon.
  2. D10=2:LINT FLIES. If the party sees lint flies in the air, it is a sign that the ground is riddled with shiny objects that can be found by searching. A creature can dig up a shovel full of dirt and find a rock, coin, or gem worth 1d10 gp.
  3. D10=3:While trekking across a salty wasteland, the party encounters a crew of 4d6 celestial beings fallen from grace, disguised as human merchants selling "Instants of Time" in vials. These vials allow the buyer to replay an action for a limited period, but they need the party's help to avoid an approaching band of exorcist zealots looking to send them back to the celestial realm using destructive, soul-draining artifacts.
  4. D10=4:Barmenu is a village located on a hill. It is surrounded by fields and forests. The village has 2d6+1 wooden huts and a small stone watchtower. Barmenu has a population of 100. The village is ruled by a mayor. It is surrounded by a moat and wooden walls. The mayor hires guards from the local villages when needed. The mayor is an ex-mercenary who was a captain in the army.
  5. D10=5:At ancient telepathic obelisks, mystic guardians impose games of mental endurance. Succeed, earning resilience from psychic attacks, or falter, inviting punishment via thought-infused aberrations emerging to wreak cerebral havoc.
  6. D10=6:In the distance, the party sees a very large party of men who look like bandits. They are either being followed by a few other bandits or they are the main group of bandits. They are headed towards the party's destination. There are 20 to 30 carrying swords and shields. These people are actually traveling merchants who are hoping to start a trade route.
  7. D10=7:You see a foul mutant giant dragon. It has 480 hit points and will be flying in the direction of the party and then land on a mountain about a thousand feet from the party before flying away. It doesn't stop...
  8. D10=8:At the heart of a nightmarish stretch of desolate land, known for whispers of ghosts and shadows that move unbidden, the players encounter a solitary willow tree that seems older than time itself. Beneath it, a forlorn dryad named Lysandra weeps. She is the guardian of a hidden underground spring, the last source of pure water for miles. She tells of a long-forgotten hero whose skeletal remains rest beneath the tree, tormented by an eternal curse. If the players can lift the hero's curse – by defeating a shadowy revenant – Lysandra will open the spring to them and heal their wounds, both physical and emotional. As the waters flow, wildflowers bloom, planting a new hope in the land.
  9. D10=9:A group of humans is on the road. They are being attacked by a group of wolves. The wolves are trying to eat them.
  10. D10=10:The players come across an old, abandoned circus camp. Upon exploration, they discover that the performers were actually a group of powerful sorcerers who used their performances as a cover for their magical experiments. What secrets and dangers await inside the circus tents?

d100 = 24

  1. D10=1:The party will come across a large gray stone structure sticking out of the ground. It appears as if it is unguarded.
  2. D10=2:Under the starlit wasteland, the players discover a circle of stones haunted by five vengeful ancestor spirits. They demand restitution for their descendants’ disgrace or spread dread.
  3. D10=3:A group of 9d4 humans are walking toward the party. The humans are dressed in robes and have goggles covering their eyes. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
  4. D10=4:The party is ambushed by a group of frenzied monsters who are under the control of a crazed wizard's twisted experiments. The party must defeat the monsters and put an end to the wizard's dangerous practices.
  5. D10=5:Monumental pillars of bone rise from the earth, some still adorned with scraps of flesh. A sudden dust storm kicks up, and when it clears, players find themselves surrounded by 1d8 boneclaws, driven mad by ancient sorcerer wars.
  6. D10=6:You come across a small town that is obviously in the middle of being abandoned. There are a few houses in the middle of the town with smoke coming from chimneys. There is half-eaten food on the tables. There are bones scattered all over the ground.
  7. D10=7:Eight “enlightened” monks insistent upon achieving transcendence via absurd feats solicit aid. Grant succor for defensive stances and maneuvers or refuse, igniting phenomenally misguided attempts summoning rebellious spirits.
  8. D10=8:A group of 4 stone golems are guarding some treasure. The treasure is fake.
  9. D10=9:A group of druids is trying to protect a sacred tree that can cure any illness or ailment. However, a group of ogres is planning to cut down the tree and use its powers for their own gain. The druids ask the players to help them defend the tree and in return, they will teach them the ways of nature magic.
  10. D10=10:This is a group of elven cat people. They will try to kill and kidnap people who are not members of their race.

d100 = 25

  1. D10=1:Orc Chieftain. An orc chieftain is leading a small band of 5d2 orcs.
  2. D10=2:A wagon full of men dressed in robes,
  3. D10=3:A group of 2d4+4 humanoid mutants that still have some original flesh. They are walking in from the south. They will attack the party if provoked.
  4. D10=4:The air grows thick with ash as an ashen storm approaches. Within the storm, the ghostly figures of an ancient pyromancer’s victims seek vengeance, led by their flaming skeletal leader. Seeking shelter here awakens their wrath.
  5. D10=5:The party finds a satchel of coins. The coins are from a different country.
  6. D10=6:A mirage leads to skeletal cactus-men dancing in eerie synchrony around a wizard petrified in rock. Sever the curse to earn invaluable elemental knowledge; fail, and outrageous prickles summon three elemental beings for an onslaught.
  7. D10=7:The party sees a group of nine ogres. They are drinking beer and are laughing as they tell stories. It is unknown what they will do if they see the party.
  8. D10=8:A powerful and cunning goblin king challenges the party to a game of wits. If the party can outsmart the goblin king, they may earn his respect and gain access to his vast hoard of stolen treasures.
  9. D10=9:In the middle of a desolate wasteland, the players find a lush, green oasis with a beautiful fairy fountain in the center. Will the players risk drinking from the fountain and potentially experiencing its magical effects or play it safe and move on?
  10. D10=10:They stumble upon a sprawling graveyard where the gravestones bear the names of their own ancestors. Defiling any grave here harbors the wrath of the spirits within, who reveal the tragic downfalls of their lineage.

d100 = 26

  1. D10=1:It is pouring down rain, but you see a small group of 3d4 humanoids running in your direction. They jump into a boat and row across the river. Look away and they are gone.
  2. D10=2:Wandering across molten lands, the players find an iron fortress built by a mad inventor. As they explore, 3d6 mechanical guardians test their resolve, revealing the inventor’s fear-fueled betrayal of his own creations.
  3. D10=3:As the players approach a large, foreboding castle, they are confronted by a group of 2d4+2 knights who accuse them of being spies for their enemies. The players must prove their innocence or face imprisonment in the castle's dungeon.
  4. D10=4:The party stumbles upon a village where all the inhabitants have been turned into stone by a medusa. However, there is one survivor, a blind man who has been warned about the medusa by a local oracle. The man begs the party to help him defeat the medusa and break the curse on the village.
  5. D10=5:A shimmering, spectral library appears out of nowhere, filled with books that emit ghostly whispers. Reading them reveals truths too horrifying to bear. Each book read brings closer an attack by 2d4 haunted librarians, guardians of forbidden knowledge.
  6. D10=6:A group of female soldiers is standing in front of a nearby village. They are smoking and eating apples. They look very dirty.
  7. D10=7:A group of 2d4+4 men and 2d4 women walking down the road. They have a wagon full of food and treasure. They are on the run from a group of 2d4+4 bandits chasing them down. The bandits are halfling sized but are extremely tough wastelands halflings.
  8. D10=8:A band of hobgoblin poets mounts a raid for literary inspiration, attempting to "acquire" mystic verses from the party’s spellbooks and scrolls. Their leader insists on a battle of wits over a standard skirmish.
  9. D10=9:As the sun sets over the cracked and barren expanse, the players stumble upon a field of glowing purple mushrooms. These mushrooms emit a hallucinogenic spore when disturbed, causing the players to see whimsical illusions of past memories dancing around them. However, hidden within the mushroom field are 2d4 chameleon-like lizards capable of blending perfectly with the terrain. These lizards are fiercely territorial and won't hesitate to attack if the party lingers too long.
  10. D10=10:A tumbleweed rolls by, whispering of betrayal as it circles a shattered wagon. The ghost of a merchant, killed for his cargo, seeks vengeance and promises riches for aiding his quest. Players must navigate the ghost's rage or risk ghostly retribution.

d100 = 27

  1. D10=1:Shrouded in shadows, six revenants hover around a desecrated altar, seeking vengeance on those who corrupted it. Players can cleanse the altar or become the revenants’ next targets.
  2. D10=2:A group of 5d6 brigands are riding on horseback through the highway. They are wearing black armor and holding crossbows. They will attack any party they come across. They are part of a large army that is gathering information on other groups of brigands.
  3. D10=3:The players are invited to parley by a peace-broker who turns out to be duplicitous. Suddenly, 2d4 unseen assassins attack, prompting the players to unravel the network of betrayal while defending themselves.
  4. D10=4:An ancient, abandoned temple suddenly appears before the party, emanating a powerful aura of magic. As they explore the ruins, they discover a hidden chamber with a powerful artifact, but they must also face the wrath of the undead guardians that protect it.
  5. D10=5:A great tree in the wasteland offers shade and fresh fruit, guarded by a nurturing dryad and her 1d8 wolf companions. Attempting to cut it down will trigger their wrath.
  6. D10=6:The players find an oasis that seems like a haven in the unforgiving Wasteland. However, it’s guarded by 3d6 deceitful spirits who offer sanctuary in exchange for a member of the party to serve them eternally.
  7. D10=7:A powerful necromancer is raising an undead army and the players are tasked with stopping them before it's too late. Along the way, they may encounter undead creatures and traps meant to stop them.
  8. D10=8:A group of 3d6 elves riding on horseback are wandering through the desert. They are armed with longbows and have a pack-mule in tow behind them. They are friendly and will trade food and water with the party. They have been searching for lost ruins for several days. They will ask for the party's help to find the ruins that they are looking for.
  9. D10=9:While trekking across a salty wasteland, the party encounters a crew of 4d6 celestial beings fallen from grace, disguised as human merchants selling "Instants of Time" in vials. These vials allow the buyer to replay an action for a limited period, but they need the party's help to avoid an approaching band of exorcist zealots looking to send them back to the celestial realm using destructive, soul-draining artifacts.
  10. D10=10:The party will see a pack of 3d4+1 wolves. They will be sleeping in the woods. They are the wolves that attacked a farm nearby.

d100 = 28

  1. D10=1:Wurks, an ancient wizard, is trapped in an ancient tower that is stuck in a cross-dimensional rift. He is guarding a collection of powerful magic items.
  2. D10=2:The party encounters a village with 1d6 houses and 1d6 shops. Some people are outside of the village and are not willing to talk to strangers. The locals are afraid of strangers. The parties will be asked if they are of a local clan, if they are not, they will an asked to leave the village immediately. They may also be attacked by the locals. There is a 2 in 6 chance that a local will recognize the party as strangers and could try to pick a fight with a different group of locals. Fighting between the two will break out. If a fight breaks out, all members of the party will fight, except for the people that are in the group that the fight broke out with.
  3. D10=3:Crowthorne is under attack by a 30 foot tall giant spider and its army of 1d8 giant spiders. They are trying to take over Crowthorne. The giant spider is in danger and needs medical treatment, but it is still trying to take over Crowthorne. If it succeeds, it will enslave all of Crowthorne's people and will use them for experiments to help cure its poison.
  4. D10=4:The party will encounter a group of 2d4+2 evil-looking humans being chased by a giant t-rex. They are from the evil human kingdom in the north. The t-rex is from the good human kingdom in the east.
  5. D10=5:A giant python slithers out of the sand and attacks the party. It has 2d20 hit points.
  6. D10=6:You come across a cart overturned in the middle of the road. Upon investigation, you find a family of halflings who were attacked by a group of orcs. They need help fixing the cart and getting back home safely.
  7. D10=7:The party finds a group of kobolds digging holes and moving rocks into place in the ground. The kobolds are digging a gigantic hole. The hole is about 40 feet deep and 40 feet wide. The kobolds are digging it for the fun of it and for the money. There are about 10 of them. If the party attacks them the kobolds will run away and bury themselves in the ground. The party can find them and kill them if they dig them up. They will come back if the party leaves.
  8. D10=8:They find the ruins of an ancient temple, where glass shards litter the ground, each holding a fragment of souls. Gathering the shards brings insight into a grand celestial conflict, attracting the anger of 2d8 soul reapers protecting the shards.
  9. D10=9:Via a treacherous cliffside path, your party faces near-continuous small avalanches. Rocks shift eerily, like being manipulated by some unseen force. As you ascend, you are confronted by three stone giants whose territory you've trespassed upon.
  10. D10=10:The party discovers a group of friendly displacer beasts that have been enslaved by a group of dark wizards. The displacer beasts have been forced to perform in a traveling circus, and the party must decide whether to help them escape or leave them to their fate.

d100 = 29

  1. D10=1:A group of 2d4 nymphs that are welcoming the party to their land. They don't trust unfamiliar people. They may be willing to give the party directions to their village and the promise of safe passage through their land.
  2. D10=2:A group of half-orcs who are looking to settle down in a nearby inn and will try to get the party to join them at their table. The half-orcs will offer them food and drink and will try to sell them some items they have been carrying around with them.
  3. D10=3:Barmenu is a village located on a hill. It is surrounded by fields and forests. The village has 2d6+1 wooden huts and a small stone watchtower. Barmenu has a population of 100. The village is ruled by a mayor. It is surrounded by a moat and wooden walls. The mayor hires guards from the local villages when needed. The mayor is an ex-mercenary who was a captain in the army.
  4. D10=4:This is a magical fish hatchery. If you follow the stream, you will come to a lake. There are fish in the lake that you can take.
  5. D10=5:Upon reaching a labyrinthine ravine, a sandstorm strikes, reducing visibility and altering the terrain. Sandworms emerge, colossal beasts that sense vibrations through the ground. Movement above ground becomes perilous, forcing choices between stillness, stealth, or desperate combat.
  6. D10=6:A group of boars that are very organized. They have a leader and are very disciplined.
  7. D10=7:Whispering dunes lead players to four chained spectres, condemned for a stolen honor. Players can restore their honor by retrieving ancient stolen goods or end the medieval haunt.
  8. D10=8:You hear a strange noise from a nearby cave. Investigating the source of the sound, you find a group of kobolds playing a card game with a pile of treasure as the stakes. They become hostile if the party tries to take any of the treasure.
  9. D10=9:A pack of feral dogs are fighting over a bone in the middle of the road. They ignore the party until one of the dogs gets spooked and attacks.
  10. D10=10:A red dragon is waiting for the party to pass. If the party will not apologize for walking on his territory, he will attack.

d100 = 30

  1. D10=1:The party stumbles upon a group of goblins trying to pass off a stolen dragon egg as their own. The mother dragon is flying overhead, searching for her lost egg. If the party intervenes and returns the egg to the mother, she may reward them with a valuable treasure. If not, the party will have to face the wrath of an angry dragon.
  2. D10=2:A powerful wizard offers to teach one member of the party a new spell in exchange for completing a dangerous quest for him.
  3. D10=3:The party sees a group of halflings, one is riding a large horse and leading a small donkey, who are riding towards them. The halflings will tell the party that they need a ride. The party will ask them where they are going. The halflings will say that they are going home, but do not want to tell the party where that is, because they want to go their own way. If the party helps them, they will give the party a bowl of stew. If the party does not help them, they will ask how to get out of the forest. If the party does not give them correct directions, they will tell the party that they have seen them before and that they do not trust them. The halflings are on their way back home, but they do not tell the party where they are from. If they get any supplies, they are going to take it back.
  4. D10=4:A group of 2d6+2 bandits that are trying to rob 2d6+2 farmers.
  5. D10=5:Rusting metal structures groan as three iron golems, the remnants of a bygone fortress, emerge with vengeance against the descendants of those who dismantled them. Players must decide to calm their ire or dismantle them further.
  6. D10=6:A group of 2d4 dwarves are sitting by the side of the road, drinking and singing songs
  7. D10=7:Players encounter a group of 1d4+2 adventurers traveling through the forests of the north to track a group of ancient warriors who were wiped out centuries ago.
  8. D10=8:Up ahead, you see a group of 10 men/women walking in a group. They have all been beaten and they look very weak. Each of them has 5 gold coins underneath their clothes, but they are no longer conscious.
  9. D10=9:The party will see a large wagon and horses moving slowly down the road. There is a group of 1d4+4 human bandits that are guarding the wagon. There is a merchant in the wagon and he has 1d4+4 servants with him. The merchant has a small amount of treasure and he has some items for trading to the local town.
  10. D10=10:A group of 2d6+2 goblins are in this area. They are trying to pick the pockets of a sleeping man. The sleeping man is a member of the party. The goblins will try to steal the party's items. The goblins will then run away.

d100 = 31

  1. D10=1:The adventurers come across a Lightning Rod Tower that’s attracting storms from miles away. Its caretaker, an eccentric old giant who believes he’s a descendant of storm gods, asks for help to improve the tower’s power so he can communicate with his “divine kin.” To do this, the party must secure seven thunder crystals hidden in the high nests of 3d4 giant thunder roc chicks.
  2. D10=2:A party of humans who are running away from an army of lizard men and lizard men who are looking for them. A group of 2d6+2 lizard. The lizard men try to capture the humans and take them to the lizard king. The lizard king has been planning to take over the kingdom or even the entire world. He is looking for resources to help conquer the kingdom or even the world.
  3. D10=3:Up ahead, you see a group of 10 men/women walking in a group. They have all been beaten and they look very weak. Each of them has 5 gold coins underneath their clothes, but they are no longer conscious.
  4. D10=4:A troop of 1d6+5 mounted soldiers and their mounts resting in the wilderness.
  5. D10=5:A haunting melody draws players towards a mound of earth, deceptively calm. The mound is a living entity bound by eldritch magic, ready to consume those who touch it. Activating it draws forth an earth elemental lord who once commanded armies.
  6. D10=6:The players encounter a group of feral children who have been abandoned in the wasteland and forced to fend for themselves. Will the players take them in and care for them, or leave them to their own devices?
  7. D10=7:A red dragon is waiting for the party to pass. If the party will not apologize for walking on his territory, he will attack.
  8. D10=8:Under a blood-red sky, players encounter a hermit who speaks of a looming apocalypse engineered by a hidden cabal. He offers cryptic advice but is soon revealed to be a double agent sent to mislead wanderers into traps set by his masters.
  9. D10=9:Giant snake
  10. D10=10:Amidst a tar pit landscape, the adventurers hear dulcet tones and come upon a band of charming minstrels, except they are actually cunning mimics feasting on adventurers. Their leader, an eccentric mimic who dreams of becoming a respectable bard, offers cooperation if the party can safely lead them to a nearby arcane concert where they can steal the voices of profound performers.

d100 = 32

  1. D10=1:Flickering flames seen in the distance reveal a traveling pyromancer’s camp struggling with a magical wildfire. Helping control the blaze or fighting the 3d4 burning salamanders could earn the party trust and information on a growing fire elemental cult manipulating weather patterns across the Wasteland.
  2. D10=2:A group of 2d6+3 men dressed in suits of armor are carrying a chariot with two horses in it and they are trying to get through the crowd. A huge crowd of people want to stop the men because they believe that the men are merchants who are trying to sell a stolen crown that belongs to their king. They believe that their king was the person who was going to give the crown to the merchants.
  3. D10=3:The players come across an old, abandoned circus camp. Upon exploration, they discover that the performers were actually a group of powerful sorcerers who used their performances as a cover for their magical experiments. What secrets and dangers await inside the circus tents?
  4. D10=4:A group of 1d6+2 friendly bugbears is being chased by a larger group of hostile orcs. The bugbears ask for the party's help to defeat the orcs, and in return, they will reveal the location of a hidden treasure.
  5. D10=5:As the players camp for the night, a group of friendly trolls approach them, asking for help. Their leader has been captured by a group of bandits and they need the players' assistance to rescue him. In return, the trolls will reveal a shortcut that leads to a valuable treasure. However, the shortcut is filled with dangerous traps and hidden guardians.
  6. D10=6:A human ranger named Terrickn is guarding the gate to the city of Neverwinter. He is a guard. He is standing on top of the gate and has a crossbow. You can tell that he is a ranger because he is wearing a hat and has a longbow. He will yell at you if you are within 100 ft. and he can see you. He will tell you to go back to Neverwinter. He will shoot at you if you don't leave. He will shoot you three times before he runs to get backup. He has a +4 proficiency bonus with a crossbow. He is wearing leather armor, the hat, and is carrying a dagger.
  7. D10=7:A primordial forest island appears amidst the wastes, cesarean by time. The trees whisper esoteric riddles of ancient gods, and failing to respect their nature invokes the ire of 2d8 enchanted mirage warriors tasked to protect the divine grove.
  8. D10=8:A band of mysterious androids are traveling down the road, looking for a town. They will attack the party if they aren't cautious, as they walk down the road, looking for a town. They appear to be humanoid and will attack the party with spells and attacks if they are provided with no food or treasure and/or attacked.
  9. D10=9:You stumble upon a group of giant ants who are building an intricate network of tunnels. If you watch them for a while, you notice they are using pieces of metal and gems to line their tunnels. If you help them gather more materials, they will share their stash with you.
  10. D10=10:Homeless people

d100 = 33

  1. D10=1:The party sees a fog bank a few miles from them. They get attacked by 2d20 zombies and ghouls. The party can run away if they want to and people are out there who are actively looking for undead. The party can try to fight the zombies and ghouls. If they kill the zombies and ghouls, they can get one of the following. A bag of gold coins. A ring of protection +1. A sword +2. A bag of jewels. A lute for a bard which can be used as a magic instrument by anyone trained in the skill.
  2. D10=2:Nomadic sorcerers armed with illusions mask fleeing realms shifting beneath desolated grounds. Intervention reveals a cache of magical trinkets heralding danger posed by dragging sub-terrestrial realms closer to surface worlds vulnerable to powerful beings breaking free.
  3. D10=3:A group of people are fighting over an old, rusty sword. They are arguing about who will take it and keep it. The sword has a magical aura around it. The sword has been there for a long time, unnoticed by the villagers. They are fighting because some of the people discovered the sword today.
  4. D10=4:You come across a small town that is obviously in the middle of being abandoned. There are a few houses in the middle of the town with smoke coming from chimneys. There is half-eaten food on the tables. There are bones scattered all over the ground.
  5. D10=5:Strange, pulsating crystals grow from the ground, emitting a melodic hum that attracts wildlife and restless spirits. The hum relates to an arcane song needed to activate an old protective ward around the nearest settlement.
  6. D10=6:The players come across a tribe of peaceful, nature-loving creatures who are being attacked by a group of poachers. Will they defend the creatures and their home or ignore their plight?
  7. D10=7:A sandstorm forces the players to seek refuge in a creepy, dilapidated shrine. Whispers of old gods echo within the walls, offering obscure and potentially dangerous knowledge in exchange for a life-altering service. Denying the shrine's call leads to 1d8 shadowy figures attacking.
  8. D10=8:The party discovers a group of friendly displacer beasts that have been enslaved by a group of dark wizards. The displacer beasts have been forced to perform in a traveling circus, and the party must decide whether to help them escape or leave them to their fate.
  9. D10=9:You see a group of 2d4+2 ghouls and zombies eating the remains of a meal on the side of the road. They attack if the party gets close.
  10. D10=10:You come across a group of travelers being attacked by a pack of wolves. After helping fend off the wolves, the travelers explain that they are on their way to a nearby temple to retrieve a stolen artifact. They offer to reward the party if they join them on their journey and help retrieve the artifact. Once at the temple, the party must navigate through traps and solve puzzles to retrieve the artifact from a group of bandits.

d100 = 34

  1. D10=1:A group of 1d8+1-sized coyotes that are sneaking up on a group of 2d6+2-sized lizard men who are trying to defend the lizard king. If the coyotes attack the lizard men, the lizard men will fight back.
  2. D10=2:As the party is traveling through the mountains, they come across a group of dwarves who have been trapped in a cave-in. The dwarves inform the party that their entire clan is trapped and they are the only ones who managed to escape. The party must navigate through the dangerous and unstable cave to rescue the dwarves.
  3. D10=3:As you cross fields of petrified trees, their ashen bark crumbling like fragile glass, hostile vampiric plants attack, heavily camouflaged until too late. Unraveling their nature hints at a broader ecological collapse in the wasteland.
  4. D10=4:A patch of sunflowers taller than a man watches the horizon, their seeds granting night vision. However, the patch is patrolled by 2d4 blade-wielding plant minions.
  5. D10=5:A mirage city appears and vanishes, leaving behind odd artefacts and enchanted candies from another dimension, suggesting an intertwining of plains that warns of greater threats or opportunities.
  6. D10=6:A confused and highly intoxicated gargoyle swoops down, mistaking the party for antique statues from its homeland. It offers crude but valuable lore in exchange for ancient-looking gifts.
  7. D10=7:The players encounter a debating team of 2d6 cockatrices arguing about crossing roads. Each side is dead-set (pun intended) on winning. Mediation might earn an unlikely alliance and perhaps an amusing pseudo-intellectual cockatrice professor.
  8. D10=8:You see a foul mutant giant dragon. It has 2d10+200 hit points and will be flying in the direction of the party. It will fly over the party and then land a little further from it. The party can try to hide or attack the dragon. The dragon will fly past the party and fly in another direction or land about 500 feet from the party. If the party attacks the dragon and kills it, they find one of the following. A bag of gold coins. A ring of protection +1. A sword +2. A bag of jewels. A lute for a bard which can be used as a magic instrument by anyone trained in the skill.
  9. D10=9:As the party ventures through the wasteland, they come across a stone tower with a large, yawning mouth carved into the front. The tower seems to pulse with an eerie energy, and anyone who approaches too closely will be pulled into it. Once inside, they will find themselves in a maze of twisting corridors, with strange creatures lurking around every corner. The goal is to make it to the top of the tower, where a powerful sorcerer resides. If the party can defeat the sorcerer, they will be rewarded with a powerful magic item.
  10. D10=10:The party discovers a small village hidden in a valley, untouched by the wasteland. The inhabitants are friendly and welcoming, but they seem to be hiding a dark secret about the source of their prosperity.

d100 = 35

  1. D10=1:You see a grey statue holding two objects. One of the objects is a magical sword. The other one is an ankh. One of them is cursed and will kill you at random. The other one will cure you of any disease or illness that you have. If you go near the statue, it will attack you. The statue has 120 hit points. It is immune to all magic. It is immune to physical attacks. The only way to defeat it is to get to one of the objects and use it. The statue will not say which object is cursed and will not allow you to get to either of them. It has the following attacks. A big rock hand attack which deals 3d10 damage to the entire party. A big rock hand attack which will try to pick up a creature and throw it.
  2. D10=2:Insomniac fennec foxes lair nearby, jabbering rhymes and riddles pointing to an oasis formed by a cursed glacier, hiding a freshwater river with its own homicidally jealous elemental shepherds.
  3. D10=3:You sense a presence in the distance. A group of 1d6+4 marauders are hiding behind a tree and will attack the party when they get close enough.
  4. D10=4:As players set up camp, a nearby boulder starts singing bawdy tavern songs. It’s actually a bard cursed into stone form. If entertained properly, it will play along and give valuable tips about the terrain—or offer off-key support in battle.
  5. D10=5:A strange phenomenon creates a pocket of verdant jungle in the wasteland, where flora and fauna glow with bioluminescent magic. In the heart of this jungle lies a fountain of rejuvenation guarded by ageless amphibian druids. The rejuvenation, however, comes at the cost of solving nature’s riddles and taming wild beasts.
  6. D10=6:The party sees a fog bank a few miles from them. They get attacked by 2d20 zombies and ghouls. The party can run away if they want to and people are out there who are actively looking for undead. The party can try to fight the zombies and ghouls. If they kill the zombies and ghouls, they can get one of the following. A bag of gold coins. A ring of protection +1. A sword +2. A bag of jewels. A lute for a bard which can be used as a magic instrument by anyone trained in the skill.
  7. D10=7:This is a tree that has been struck by lightning and is standing on the ground - still standing. It is a quarterstaff. If you water this staff, it will produce fruit that is edible.
  8. D10=8:A procession of contrarian philosophers wielding oversized quills offers paradoxes instead of pamphlets. Engage deeply in their dilemmas for increased wisdom and resistance to mind-affecting spells or irk them, prompting an assault by eleven airborne books of dark knowledge.
  9. D10=9:A floating barge of abandoned books and manuscripts drifts through the air, controlled by a semicircle of magical runes and guarded by 2d6 animated ink blots. The enigmatic librarian, a ghostly figure shrouded in paper robes, implores the party to decipher an ancient tome to prevent a catastrophic grammatical error from becoming reality, where those with incorrect syntax turn into literary zombies.
  10. D10=10:A group of centaurs are trying to collect a bounty on a dragon. The dragon has been stealing from a nearby town and has been destroying some items in the town. The dragon prefers to hide out and use its magic to try to avoid capture. The dragon is cunning and has possibly used magic to trick the centaurs into thinking he is a different monster.

d100 = 36

  1. D10=1:The players stumble upon a grand, abandoned castle that is overrun with dangerous creatures. As they explore the castle, they uncover secrets and mysteries of its past and may even find valuable treasures.
  2. D10=2:The players are hired by a wealthy merchant to retrieve a precious gem that was stolen from him by a group of thieves. The gem is currently in the possession of a group of griffon riders who use it to control the griffons. The players must find a way to steal the gem without alerting the griffon riders.
  3. D10=3:2d6 + 2d6 goblins are running toward the party. They are hiding behind bushes.
  4. D10=4:Ominous dome structures in the distance house divine altars once worshipped fervently, now abandoned. Investigations reveal forbidden pacts still honored by 2d4 divine sycophants determined to protect the pact's ancient and catastrophic secrets.
  5. D10=5:You come across a group of warrior monks who are training in a secluded monastery. They invite you to join them in their training, and if you successfully complete their challenges, they may teach you their special techniques and give you a powerful weapon as a reward.
  6. D10=6:The party encounters a village with 1d6 houses and 1d6 shops. Some people are outside of the village and are not willing to talk to strangers. The locals are afraid of strangers. The parties will be asked if they are of a local clan, if they are not, they will an asked to leave the village immediately. They may also be attacked by the locals. There is a 2 in 6 chance that a local will recognize the party as strangers and could try to pick a fight with a different group of locals. Fighting between the two will break out. If a fight breaks out, all members of the party will fight, except for the people that are in the group that the fight broke out with.
  7. D10=7:Barmenu is a village located on a hill. It is surrounded by fields and forests. The village has 2d6+1 wooden huts and a small stone watchtower. Barmenu has a population of 100. The village is ruled by a mayor. It is surrounded by a moat and wooden walls. The mayor hires guards from the local villages when needed. The mayor is an ex-mercenary who was a captain in the army.
  8. D10=8:A shimmering, spectral library appears out of nowhere, filled with books that emit ghostly whispers. Reading them reveals truths too horrifying to bear. Each book read brings closer an attack by 2d4 haunted librarians, guardians of forbidden knowledge.
  9. D10=9:In a region of permafrost lit by the pale glow of phosphorescent crystals, players discover an abandoned wizard’s tower encased in ice. The arcane experiments within continue autonomously, protected by icy constructs. To gain access to the arcane library, players must disable deadly traps and dispel guardian enchantments.
  10. D10=10:A group of friendly goblins ask for the party's help in retrieving a stolen artifact from a nearby fortress. In return, they offer valuable information and resources to aid the party in their journey.

d100 = 37

  1. D10=1:1d10 giant snakes
  2. D10=2:All around you, you see what appears to be a massive flock of birds flying in circles. However, upon closer inspection, you realize that these are not birds, but rather bats – thousands of them – all circling around a point in the air above you. If the party tries to approach, the bats will attack as one huge swarm, forcing the party to defend themselves. If the party is able to defeat the bats, they will find a small magic crystal at the center of where the bats were circling, emitting a faint glow.
  3. D10=3:D3 playful poltergeists possessing remnants of ancient armor call out challengers to games, the stakes high as they offer rare, non-corporeal knowledge on neighboring wasteland factions.
  4. D10=4:Flickering flames seen in the distance reveal a traveling pyromancer’s camp struggling with a magical wildfire. Helping control the blaze or fighting the 3d4 burning salamanders could earn the party trust and information on a growing fire elemental cult manipulating weather patterns across the Wasteland.
  5. D10=5:You stumble upon a small pond where 1d4 giant frogs bask in the sun. Swimming in the pond imparts temporary magic resistance, but it attracts the attention of a roaming band of goblins.
  6. D10=6:You see a foul mutant walking around an abandoned city. He is looking for food. When the party approaches he asks for an apple to eat. If the party meets his demand, he tells them that he serves a powerful sorcerer. The sorcerer frequently sends him out to find food as there is not much in this city. If players approach the sorcerer's tower in the city, the sorcerer will notice them, and the sewer creature will show up and tell the sorcerer they are good, and then try to bite them. The sorcerer will tell them to leave or they will be killed. If they attack the sorcerer they will be attacked by the foul mutant and a group of 1d4 rats.
  7. D10=7:In the heart of the Wasteland lies a crystal-clear spring, surrounded by sickly plants. When sampled, the water bestows divine, temporary boons but necessitates appeasing the vengeful guardian spirit—a sandy, malevolent wraith—in 1d4 hours or risk severe curses.
  8. D10=8:The players discover a group of nomadic traders who have tamed and trained a herd of wild buffalo. They offer to sell the players some of the buffalo for transportation if they help them locate their lost member who went missing on a quest to find a rare medicine for their sick child.
  9. D10=9:The players encounter a debating team of 2d6 cockatrices arguing about crossing roads. Each side is dead-set (pun intended) on winning. Mediation might earn an unlikely alliance and perhaps an amusing pseudo-intellectual cockatrice professor.
  10. D10=10:Huge boulders form unnatural shapes, resembling ancient, colossal bones. Night falls, and the "bones" animate, becoming 2d6 skeletal colossi driven by the lost spirits of an ancient battle. Investigating their origin reveals ties to a long-abandoned god-war, and ridding them of their curse attracts divine favor.

d100 = 38

  1. D10=1:The ground shakes slightly as players pass the bones of long-forgotten war beasts. Their dark spirits seek vengeance on an ancient general's bloodline. Players must decide whether to aid the spirits in their quest for vengeance or convince them to pass peacefully.
  2. D10=2:The party will encounter a group of 1d4+1 bears walking around in their territory. If the party comes in contact with the bears, they will attack them.
  3. D10=3:The party finds a group of travelers, all members of different humanoid races, who are searching for a way to reverse their curse and return to their true forms. They enlist the party's help in finding the elusive witch who cursed them.
  4. D10=4:A floating island covered in frost drifts across the burning sands, home to a clan of 4d4 snow elementals. This frigid haven shifts climates abruptly, creating whimsical, unpredictable weather patterns in its wake. Convincing the elementals to guide them involves navigating the dreamlike trials of the Great Frost Oracle, unlocking the secret to an ancient prophecy they’ve guarded zealously.
  5. D10=5:A group of 1d6+2 halflings who are traveling in caravans to trade with nearby towns
  6. D10=6:An old witch stirring a pot. Two giant frogs are hanging on a nearby tree. She will attack the party if they look at the frogs or mention them.
  7. D10=7:The party sees a group of seven barbarians who are all on horses. They are hunting for animals to sell. It is unknown what they will do if they see the party.
  8. D10=8:The players come across an old ruin, where an ancient curse has caused the dead to rise and walk again. One of the risen is the long-dead king of the land, who seeks to reclaim his throne and is willing to make a deal with the players for their help.
  9. D10=9:Unclean sanctuaries sprout from the desolation, shielded by a cloaked cleric who defends a sanctuary of deity–unfathomable relics. Conversing unravels dire cosmic warnings about celestial shifts imminent in the storm-clad wasteland horizon.
  10. D10=10:While traversing a mountain pass, the party is confronted by a group of warring goblin tribes. The party must navigate their way through the conflict and choose which tribe to side with in order to continue their journey.

d100 = 39

  1. D10=1:A sudden cold sweeps the desert—a hellish frost. Amidst the biting air, the players find a frostbitten gnome warlock fearing a dark prophecy about "the frozen ones." He burdens them with a divine task which, if rejected, foreshadows famine and death.
  2. D10=2:A small group of 2d4+2 men dressed in robes, with hoods, are walking down the road.
  3. D10=3:Vanishing shadows hide 1d4 draconic assassins that were dispatched by a baron who stands to gain from the players' death. Uncovering the plot leads to a direct confrontation with the baron’s attempts to fuel a broader conflict.
  4. D10=4:The party is caught in the middle of a war between two rival kingdoms, each seeking to control a powerful energy source hidden deep within the wasteland. The party must navigate the complex political landscape and choose a side, while also dealing with dangerous rebels and rogue factions.
  5. D10=5:The travelers discover a charred battlefield from a long-forgotten war, where the air is thick with lamenting moans. Amid the skeletal remains, they encounter a weary ghostly general named Emric, bound to the earth by an unfulfilled vow to protect his king’s relic, an enchanted, otherworldly staff. The general implores the players to recover the staff from a dragon's lair and return it to the king’s mausoleum. Completing the task allows Emric's spirit and those of his men to ascend, showering the wasteland with a rain of embers that revitalize and renew. Emric leaves the players with spectral horses infused with the essence of his valorous charge, enhancing their speed and endurance.
  6. D10=6:You come across a peaceful village, where the inhabitants are actually talking animals. They offer to tell you a story in exchange for supplies, and if you listen closely, you may learn a valuable lesson or even a secret about the wasteland.
  7. D10=7:The party encounters a man that is in his prime. He is looking for food and supplies. He will ask for food and supplies if he comes across the party. The man is an experienced traveler and has been through many dangerous areas in the wild.
  8. D10=8:A group of cultists is performing a dark ritual to summon a powerful demon. The party must stop them before the ritual is completed and the demon is unleashed upon the wasteland.
  9. D10=9:This is a magical fish hatchery. If you follow the stream, you will come to a lake. There are fish in the lake that you can take.
  10. D10=10:A village is in front of the party. This village is run by a group of 50 ghasts. They will attack the party. 2d10 of them are riding horses. The party can bribe and request some information. The ghasts will tell the party that they butcher everyone who comes through the village and sell the meat to a nearby town. They will tell the players that they have been here for almost 800 years and have been a very stable community. They have a population of 150 ghasts and 50 horses. They have been aware of a nearby magical underground city and have been studying it for a very long time.

d100 = 40

  1. D10=1:You come across a group of travelers who are being ambushed by a group of werewolves. Will the party help them or let them fend for themselves?
  2. D10=2:Shrouded in shadows, six revenants hover around a desecrated altar, seeking vengeance on those who corrupted it. Players can cleanse the altar or become the revenants’ next targets.
  3. D10=3:As the sun sets over a cracked and barren crater, three cursed werewolves attack without warning, their vengeance directed against travelers who look like past tormentors. Players can break the curse or kill the victims of ancient cruelty.
  4. D10=4:A group of lizard men who are near a group of humans who have stolen something from them. The lizard men are looking for their stolen items and are trying to get them back before their enemy does something else with the items.
  5. D10=5:A floating garden made of bioluminescent plants and flowers drifts above the sands, supported by pods of levitating, giggling whisp-puffers. These ethereal jellyfish creatures demand the players undertake a whimsical quest to recover their lost ‘light seeds,’ lost to a pack of mischievous sand imps. The garden holds keys to unraveling an ancient celestial map that predicts the Wasteland’s mysterious celestial events.
  6. D10=6:The party comes across a traveler who has been cursed to transform into a different creature every full moon. They must find the source of the curse and break it before the traveler transforms again and becomes a dangerous threat to himself and others.
  7. D10=7:A group of 1d4+1 dwarves riding on their horses. They are hunting for food near the road and have lost their way.
  8. D10=8:In a ravine shaded even in high sun, disorienting echoes mask approaching dangers. At its end, a nesting colony of wyverns guard treasures and corpses alike. Finding a way through requires deft planning to avoid airborne assaults.
  9. D10=9:A group of 4 stone golems are guarding some treasure. The treasure is fake.
  10. D10=10:This is a tree that has been struck by lightning and is standing on the ground - still standing. It is a quarterstaff. If you water this staff, it will produce fruit that is edible.

d100 = 41

  1. D10=1:Through swirling grit and stone, you are suddenly surrounded by hooded figures. They speak in cryptic tongues, brandishing relics whose dark powers can be tantalizing or treacherous, depending on your response. They hint at an across-the-wasteland plot against distant kingdoms.
  2. D10=2:A small group of wild ponies are running around on the road; however, there is no sign of their owner. The ponies will run away from anyone who tries to approach them. The ponies run away from all living creatures, not just people. They are very mad and will turn around and hurt anyone who gets in their way.
  3. D10=3:Night engulfs the dunes, revealing faintly glowing phantasms recollecting their divine quests. Engaging them carefully or dispelling these phantasms brings knowledge of divine relics at a high risk—their mournful wails attracting 2d4 celestial wolverines.
  4. D10=4:Crypt. The party will come across some dwarven crypts. They will see that they are being used by a group of kuo-toa. The party can go through the crypts and come up the other side of them. They will emerge onto an open plain that is used by the kuo-toa. The party can sneak around the kuo-toa or attack them.
  5. D10=5:Wandering across molten lands, the players find an iron fortress built by a mad inventor. As they explore, 3d6 mechanical guardians test their resolve, revealing the inventor’s fear-fueled betrayal of his own creations.
  6. D10=6:A party of scruffy men and women dressed in green robes are traveling across the plains. They are saying an ancient prayer to Bremmera and are traveling to the nearest city to tend to the sick and wounded there.
  7. D10=7:As you are traveling, you see a group of giant ants moving in a straight line towards a nearby settlement. Upon closer inspection, you realize they are under the control of an evil druid who plans to use them as an army to take over the town. The party must come up with a plan to stop the ants and defeat the druid before it's too late.
  8. D10=8:A giant tree stands in the middle of the wasteland, with a ladder leading up to a platform near its top. The platform is occupied by a group of druids who have been observing the world from above. They have valuable information and knowledge, but will only share it if the players prove they are worthy.
  9. D10=9:Abandoned spider-silk tents stand in desolation, decorated with lit candles in hollow gourds. Spirits within staring moments of amusement from the living temporarily ward off Wasteland predators.
  10. D10=10:An overturned wagon lies beneath a blood-red sky, surrounded by skeletal remains. Ghostly figures replay their last moments, begging for help. Helping them piece together their past releases their spirits, but disturbs a banshee who relives her anguish through them.

d100 = 42

  1. D10=1:Rusting metal structures groan as three iron golems, the remnants of a bygone fortress, emerge with vengeance against the descendants of those who dismantled them. Players must decide to calm their ire or dismantle them further.
  2. D10=2:Foul mutated lizard people and lizard men live in this area. A swarm of 1d8+8 dire rats are also in this area.
  3. D10=3:Rusted weapons and armor scatter the ground, remnants of a long-forgotten battle. As players investigate, the items animate into 2d6 weapon sprites. Talking to the sprites reveals they were once proud warriors, now cursed to forever guard their forgotten tomb.
  4. D10=4:A troupe of traveling kobold entertainers with heavily-armored mimics as props enact hilariously tragic plays. One mimic carries a vital clue required for a pivotal decision about an impending Wasteland event.
  5. D10=5:A gleaming sword, unmistakably legendary, juts from the heart of an ancient, petrified colossus. Removing the sword brings powerful abilities but also summons the colossus's ghost legion, cursed to guard their fallen king.
  6. D10=6:A group of 2d6 black bears is walking over a hill toward the party. The party is about to meet them. They will be carrying something.
  7. D10=7:As acidic rain falls, players come across a grotesque, twisted forest of petrified trees. At its heart is a sinister alchemist's laboratory that continues to emanate foul magic. Aberrant creatures guard the perimeter, and players must solve alchemical puzzles to neutralize residual toxic magic and gain powerful potions.
  8. D10=8:A group of 2d6+2 goblins riding on horseback are riding through the desert. They are wearing ceremonial tribal masks and carrying a large flag made of animal skin and bones. They are searching for a new place to set up their tribe. They will trade gold and food with the party if they agree to live near them.
  9. D10=9:The players encounter a prophet who speaks of doom. As they protect him from 2d6 raiders, they must decipher his warnings of betrayal within their own ranks.
  10. D10=10:The players come across a traveling merchant who specializes in rare and exotic animal parts. However, upon closer inspection, they realize that some of the animals are still alive and are being cruelly treated. Will the players intervene or turn a blind eye?

d100 = 43

  1. D10=1:Primed to infernal theatrics, three devilkin reinterpret legendary adventurers as bumbling fools. Participating profits with spell-tactics against fiends, refusing evokes retaliatory infernal miseries unleashed as malevolent imps.
  2. D10=2:A powerful necromancer is raising an undead army and the players are tasked with stopping them before it's too late. Along the way, they may encounter undead creatures and traps meant to stop them.
  3. D10=3:A group of 1d12+2 survivors walks by. They say that they have just come from the Temple and that it is filled with undead and demons. If the party wants to go there, they will give them a map to get there. They will be willing to trade for food. They are willing to fight for their food.
  4. D10=4:A band of mysterious androids are traveling down the road, looking for a town. They will attack the party if they aren't cautious, as they walk down the road, looking for a town. They appear to be humanoid and will attack the party with spells and attacks if they are provided with no food or treasure and/or attacked.
  5. D10=5:A group of 2d6 black bears is walking over a hill toward the party. The party is about to meet them. They will be carrying something. They are returning home.
  6. D10=6:Piercing the stillness of the wasteland, players stumble upon a metallic structure jutting out from the ground—a relic of a bygone era. This ancient airship is frozen in time, overrun by hostile constructs. Restoring the airship to its former glory requires solving puzzles involving time magic and battling steely automatons.
  7. D10=7:A dragon the size of a dog asks for directions to the Mountain of Modesty where it's supposed to learn the value of humility. If pointed in the right direction, it may offer tiny but precious favors.
  8. D10=8:A group of 1d6+5 human highwaymen are riding overland in carts and carriages. They are heading toward a town called Bridgewater. They will not attack unless attacked.
  9. D10=9:You encounter a small settlement that has been destroyed. The settlement was attacked by a large group of kobolds that have killed everyone in the settlement. The kobolds have set up camp in the settlement. They are using the destroyed homes as their own homes. There is 1d12+6 kobolds in total. They are armed with spears and slings.
  10. D10=10:A band of mercenaries is on the lookout for new recruits. They offer the party a chance to join them and embark on dangerous missions for big payoffs.

d100 = 44

  1. D10=1:An ancient clockwork dragon lies half-buried beneath shifting sands, its eyes flickering back to life upon the players’ approach. Rusted gears awaken, unleashing a bound army of clockwork minions. Bizarrely whimsical messages and hints are hidden within the dragon's mechanisms, leading to an ancient workshop where the blueprint of a legendary magical airship awaits those who can unlock its intricate puzzles.
  2. D10=2:A large dragon flies over your head. You see the dragon breathing fire at another dragon!
  3. D10=3:A group of 1d4+2 half-orcs and 3d6-1 wolves. They are fighting with a group of 1d4+3 half-elves and 1d4+3 humans. The half-orcs are trying to convert the half-elves and humans to their religion of the half-orcs. They will not attack the party unless attacked.
  4. D10=4:As the players camp for the night, a group of friendly trolls approach them, asking for help. Their leader has been captured by a group of bandits and they need the players' assistance to rescue him. In return, the trolls will reveal a shortcut that leads to a valuable treasure. However, the shortcut is filled with dangerous traps and hidden guardians.
  5. D10=5:As the players set up camp for the night, they hear a faint but beautiful singing in the distance. The source of the singing is a group of sirens who are luring travelers to their doom. The players must resist the enchanting song and defeat the sirens to continue their journey. However, if a player is charmed by the song, they will fall into a deep sleep and will need to be awakened by their companions.
  6. D10=6:A lone giant tortoise slowly moves across the cracked earth, grass growing miraculously in a perfect square on its back. Upon closer examination, the grass conceals a tiny village of gnomes who are seeking a lost relic that can control the weather. They beg for help, explaining the relic is currently in the possession of 3d6 mutant ash rats that dwell within the labyrinthine wreck of a pre-cataclysmic city.
  7. D10=7:Players chance upon an abandoned clock tower manned by an automaton harboring a peculiar clockwork dragon as an assistant. Fixing their mechanisms might grant protective shielding or interfere wrongly, resulting in attacks from mechanized defenders.
  8. D10=8:A group of smugglers offers to lead the party to a hidden and valuable treasure in exchange for their help in delivering a shipment of illegal goods. However, as the party gets closer to the treasure, they realize the smugglers are actually part of a band of thieves who plan to double-cross the party and take the treasure for themselves.
  9. D10=9:A swarm of mutated insects ambushes the party, their sharp pincers and stingers ready to attack. But upon closer inspection, the insects seem to be guarding something valuable buried beneath the ground.
  10. D10=10:Crimson vortexes of swirling sand reveal an ancient and apparently malfunctioning clockwork oracle. It claims to foresee end-time events with only minimal calibration. Tinker with it correctly for forewarnings of local dangers or botch it, activating hostile guardian constructs numbering five.

d100 = 45

  1. D10=1:A group of survivors beg for the players' help as they are being chased by a swarm of giant mutated bees. The players can choose to help or leave the survivors to their fate, but the bees are guarding a hidden hive filled with valuable honey and potions.
  2. D10=2:The party stumbles upon a group of goblins trying to tame a mutated giant rat. The goblins seem terrified of the rat, but also don't want to give up their potential mount.
  3. D10=3:The party comes across a group of knights who have been cursed and turned into undead creatures. The knights plead with the party to help lift their curse, but they must first face the powerful necromancer who cursed them.
  4. D10=4:A group of nomadic bards asks the party to help them retrieve their stolen magical instruments from a group of bandits. In return, they offer their powerful musical abilities to aid the party in their battles.
  5. D10=5:While exploring a seemingly abandoned mine, the players come across a group of miners who have been trapped by a large rockslide. The miners have been surviving on meager rations, but they are running low on food and water. The players must either clear the rockslide or find another way out of the mine before the miners run out of supplies.
  6. D10=6:A group of d6+1 hunters walking in the wilderness. In the woods, the party encounters a group of 2d6+2 peasants.
  7. D10=7:Stones weep from an otherwise mundane cliff, forming a trickling stream said to be sacred. Ghosts arising from its edge plead for the retrieval of enchanted runestones to lay their spirits eternally to rest.
  8. D10=8:A heavily armed orc is taking a bath. He has a set of armor and a set of weapons. He has 100 gold pieces and a magic potion. He is part of the orc tribe that lives in the area, but he wanders about the region.
  9. D10=9:A group of 1d6+1 goblins are in this area. They are running away from a group of 1d4+1 lizard men. The lizard men are chasing the goblins and will kill them if they catch them. The goblins are carrying small backpacks with a few rations in them.
  10. D10=10:The players encounter a powerful mage trapped by his own spells after being betrayed by his apprentice. Freeing him risks their own safety but promises great rewards—or dire consequences.

d100 = 46

  1. D10=1:As the party rests for the night, they hear strange whispers coming from the nearby trees. Upon further investigation, they discover a group of treefolk being terrorized by a black dragon that has taken over their forest. The treefolk plead for the party's help in defeating the dragon and reclaiming their home.
  2. D10=2:A patrol of brigands in the road.
  3. D10=3:The barren wasteland ahead of you is filled with huge, thorny bushes that are probably made out of steel. They stand tall and proud in the landscape, their tall, sharp thorns acting as a warning, forbidding anyone to pass through this barren wasteland.
  4. D10=4:Faint blue lights can be seen from the distance. As the party gets closer, they see a stone tower rising out of the ground. The party will find 2d6 + 2 male elves inside the tower. The elves are dead and have no skin. Inside the tower will be a pile of gold and a pile of jewels. There will also be a scroll on the wall with a note. The note will explain that the elves were commanded to take their clothes off and sleep lin the tower until they died. The elves were sleeping in the tower while they were waiting for a demon to come and collect them. The demon will appear at the end of the note. It will be carrying a bag of the gold and jewels and will try to attack the party. It will have 2d6 hit points and will try to run away if it is injured badly. It will be escaping to a nearby swamp.
  5. D10=5:Up ahead, you see a two headed giant walking into the forest. It is wearing a brown robe and is carrying a staff made from a very large branch. The giant's heads are speaking to each other in a strange language (an elven language). By the giant, you see a chest filled with yellow pears. The giant is minding its business and doesn't notice the party.
  6. D10=6:The party is ambushed by a group of bandits, but they soon realize that the bandits are actually shape-shifting doppelgangers in disguise. These doppelgangers are stealing identities and plots of land for a mysterious and powerful mastermind.
  7. D10=7:A group of 1d6+2 friendly bugbears is being chased by a larger group of hostile orcs. The bugbears ask for the party's help to defeat the orcs, and in return, they will reveal the location of a hidden treasure.
  8. D10=8:A temple is located in a forest. The temple is being attacked by a pack of wolves. The wolves are attacking all the people inside the temple. The temple is a church. Many families hide inside the church.
  9. D10=9:The players find an oasis that seems like a haven in the unforgiving Wasteland. However, it’s guarded by 3d6 deceitful spirits who offer sanctuary in exchange for a member of the party to serve them eternally.
  10. D10=10:The party encounters a rogue in the wild that is wandering around without a party. He is willing to join the party with food and treasure. He has no gold. If not provided with food and/or treasure he will fight the party. He has 7 hit points.

d100 = 47

  1. D10=1:All around you, the ground begins to tremble and shake. Suddenly, a massive sinkhole opens up beneath you. Roll a dexterity saving throw to avoid falling in, and if successful, roll a perception check to see if you notice the giant purple worm that caused the sinkhole.
  2. D10=2:The party will see a hill that is full of dragon eggs. A dragon will be guarding the eggs. The dragon is a baby dragon that has grown to be the size of an adult dragon. The dragon will be on top of the hill. The dragon will be angry because it thinks that someone has been taking its eggs.
  3. D10=3:A group of 2d6 black bears is walking over a hill toward the party. The party is about to meet them. They will be carrying something.
  4. D10=4:You stumble upon a group of 3d6+1 friendly druids who are trying to stop a powerful logging company from destroying the nearby forest. The druids ask for the party's help to sabotage the company's operations. Will the party choose to side with the druids or help the company?
  5. D10=5:The party sees a large ogre who's about to attack a lizard. If the party joins in, the lizard will fight with them, but will probably die in the process.
  6. D10=6:In the midst of ashen plains, a bizarre weather phenomenon creates a terrifying funnel of flame. The heat and chaos lure out salamanders and fire elementals. Controlling or avoiding the firestorm could uncover a hidden entrance to the lava-bound ruins of a lost city.
  7. D10=7:As dusk falls, players come across a wandering bard who sings of a tragic betrayal. Her song is magical, revealing hidden truths about the wasteland and hinting at a powerful faction's intrigue.
  8. D10=8:Ralamp, a halfling mage, is wearing a shield and leather armor and holding his hand out to the party. He is looking for help and is willing to pay extremely well for it. He is trying to find a trapdoor spider. He will pay the party 200 silver pieces per spider head that the party brings back. He isn't willing to risk the party's lives. He will handle the fighting with his magic. He is going to use the spider corpse to summon a demon. A Trapdoor Spider, a small, curious, and very vicious arachnid. It lives underground in thickly webbed burrows, which it spins out of silk. The spider is a black-bodied creature with a pale stripe running down its back and a slender, pointed abdomen. It has eight eyes, two on each side of its head.
  9. D10=9:A group of 1d4+3 trolls are laying in wait behind the trees down the road and will attack the party.
  10. D10=10:A group of 1d4+4 bugbears are riding overland in carts and carriages. They are heading toward a town called Bridgewater. They will not attack unless attacked.

d100 = 48

  1. D10=1:A group of humans are barely surviving. They are stranded, and they're in need of help.
  2. D10=2:You stumble upon a group of adventurers who offer to join forces against their common enemy – a powerful necromancer who has created an army of undead. The party must navigate through the necromancer's stronghold and defeat him to save the land from his dark reign.
  3. D10=3:You see a group of 2d6+2 men dressed in red robes, carrying long spears with them. They are not wearing any armor. They will pass by without saying anything. After they pass by, you see a group of 2d6+2 women dressed in green robes, carrying long spears with them. They will pass by without saying anything. Then you see a group of 2d6+2 women dressed in red robes, carrying long spears with them. They will pass by without saying anything. After they pass by, you see a group of 2d6+2 men dressed in red robes, carrying long spears with them. They will pass by without saying anything. If the party stops and watches this group, they will circle the party, then leave.
  4. D10=4:A petrified forest lies eerily silent, its stone trees covered in strange runes. These runes speak of betrayal within an ancient royal family. Disturbing one tree releases 1d4 petrified nobles, cursed to attack any who learn their secret.
  5. D10=5:Two dozen tumbleweeds shaped like skulls roll across the barren expanse, each one whispering ancient, forgotten names. If disturbed, they reveal tiny, mischievous pixies dwelling within, causing minor illusions to confuse the party.
  6. D10=6:While trekking across a salty wasteland, the party encounters a crew of 4d6 celestial beings fallen from grace, disguised as human merchants selling "Instants of Time" in vials. These vials allow the buyer to replay an action for a limited period, but they need the party's help to avoid an approaching band of exorcist zealots looking to send them back to the celestial realm using destructive, soul-draining artifacts.
  7. D10=7:Through swirling grit and stone, you are suddenly surrounded by hooded figures. They speak in cryptic tongues, brandishing relics whose dark powers can be tantalizing or treacherous, depending on your response. They hint at an across-the-wasteland plot against distant kingdoms.
  8. D10=8:Players stumble upon a mystical well guarded by a vengeful water nymph. The nymph demands the sacrifice of those who polluted her waters. Players must purify the waters or suffer severe curses.
  9. D10=9:Skirting around a crumbling fortress, your party hears the cries of captives. As you investigate, you must navigate a deadly minefield. Solving the captives' plight reveals they hold knowledge of an underground cult destabilizing the nearby region with dark rituals.
  10. D10=10:The players discover an immense hourglass, half-buried and tilted askew in the sand, leaking arcane sand that ages or reverses time for anything it touches. Nearby, trapped within a shimmering time-loop, is a fey adventuring party eternally repeating their last moments. Deciphering the hourglass's riddle means choosing to break the loop, freeing the fey and gaining their whimsical companionship, or facing 3d6 temporal guardians intent on preserving the stasis.

d100 = 49

  1. D10=1:The landscape here is littered with ancient, toppled statues of giants. Each statue looks terrified, as if frozen in their final moments. Among the ruins wander 1d4 stone golems, seemingly searching for something lost ages ago. Disturbing the golems may reveal fragments of an ancient prophecy.
  2. D10=2:Two merchant siblings chase a waddling, oversized duck – one claims it's their lost “golden egg layer,” the other simply insists it's their dinner. Regardless, the duck is the smack-talking type and wants nothing more than a sunset nap.
  3. D10=3:A mirage city appears and vanishes, leaving behind odd artefacts and enchanted candies from another dimension, suggesting an intertwining of plains that warns of greater threats or opportunities.
  4. D10=4:A powerful and cunning goblin king challenges the party to a game of wits. If the party can outsmart the goblin king, they may earn his respect and gain access to his vast hoard of stolen treasures.
  5. D10=5:As the party ventures through the wasteland, they come across a stone tower with a large, yawning mouth carved into the front. The tower seems to pulse with an eerie energy, and anyone who approaches too closely will be pulled into it. Once inside, they will find themselves in a maze of twisting corridors, with strange creatures lurking around every corner. The goal is to make it to the top of the tower, where a powerful sorcerer resides. If the party can defeat the sorcerer, they will be rewarded with a powerful magic item.
  6. D10=6:A small group of 2d4+2 men dressed in robes, with hoods, are walking down the road.
  7. D10=7:Hostile Bandits. A group of 2d10 bandits. They will attack the party.
  8. D10=8:A mirage leads to skeletal cactus-men dancing in eerie synchrony around a wizard petrified in rock. Sever the curse to earn invaluable elemental knowledge; fail, and outrageous prickles summon three elemental beings for an onslaught.
  9. D10=9:Players find an inscription warning of vengeful hydra, mutated by wasteland secretions, awaiting vengeance for transgressions against its brood. Players face the hydra’s multiple heads.
  10. D10=10:A group of 2d6+2 goblins riding goats are running across the road. They are not wearing armor. They are carrying short swords with them. They will attack anyone who gets close enough to them. They are not allied with the first group of goblins that were running across the road.

d100 = 50

  1. D10=1:A group of 1d4+1 dwarves riding on their horses. They are hunting for food near the road and have lost their way.
  2. D10=2:Amidst the dunes, the players encounter a caravan of gypsy-like traders who speak in a dialect riddled with arcane phrases. They offer rare magical items in exchange for services, such as eliminating the nest of 2d4 wyverns harassing their kin. Engaging in commerce provides lore about longstanding rivalries between nomadic tribes.
  3. D10=3:A group of humans trying to get rid of the elves. A group of 2d6+2 humans are chasing a group of 2d6+2 wasteland elves. The humans are trying to kill the wasteland elves so they can take over their kingdom. The elves are trying to get away from the humans. The party can try to help one of them by attacking the other.
  4. D10=4:A group of 2d4+5 wolves will arrive to help the party fight off any monsters that attack them, but they will want 20% of everything that the party finds in their adventures.
  5. D10=5:A colossal skull of an unknown beast juts out from the ground. When night falls, ghosts of an ancient civilization rise to re-enact the fall of their city, casting blame on a familiar royal crest. Interfering with the ghosts angers a spectral lich.
  6. D10=6:A howling storm haunts the area where an ancient mage stormed and was wronged. His spectral form demands players punish traitorous apprentices or face unending storms.
  7. D10=7:Whispering dunes lead players to four chained spectres, condemned for a stolen honor. Players can restore their honor by retrieving ancient stolen goods or end the medieval haunt.
  8. D10=8:The party sees a group of humans that are fleeing from another group of robbers. The robbers are wearing rags.
  9. D10=9:An eerie chant fills the air, leading the players to an assembly of 2d4 zealots praying fervently around a strange altar. Challenging their ill-intended ritual invokes their wrath and an impending divine avatar enraged by the interruption.
  10. D10=10:A massive sandstorm forces the players to take shelter in an old, abandoned bunker. However, they soon realize that they are not alone and that the bunker is infested with deadly creatures. Can they survive the storm and make it out alive?

d100 = 51

  1. D10=1:A sand storm that comes out of nowhere. It lasts 1d4 hours. The wind is so strong that everyone must roll a saving throw or be knocked over or lose their balance. On a successful saving throw, they are knocked over. They also lose dexterity points. Everyone must make a saving throw or be blinded for 1d4 hours. Also, their visibility is cut in half. Their vision is reduced to 5 feet. The dust storms continue for 1d4 hours. Anyone outside the dust storm must roll a saving throw or be blinded for 1d4 hours.
  2. D10=2:A group of goblin merchants offers the party a deal – they will sell them a valuable artifact, but in return, the party must help them overthrow their brutal king. The party must weigh the risks and rewards of helping the goblins and decide if it is worth the trouble.
  3. D10=3:On a night lit only by twin moons, your party encounters a spectral caravan traveling a ghostly road. They offer knowledge, cursed bargains, or lead you deeper into wasteland madness. Their leader claims to be a lost prince, hinting at a long-forgotten bloodline.
  4. D10=4:Drifting through a breathtaking display of aurora while the landscape remains cloaked in perpetual twilight, players find a valley where time moves irregularly. Here, nature spirits trapped in time loops seek liberation through complex and dangerous puzzles related to lunar and solar cycles.
  5. D10=5:A floating island covered in frost drifts across the burning sands, home to a clan of 4d4 snow elementals. This frigid haven shifts climates abruptly, creating whimsical, unpredictable weather patterns in its wake. Convincing the elementals to guide them involves navigating the dreamlike trials of the Great Frost Oracle, unlocking the secret to an ancient prophecy they’ve guarded zealously.
  6. D10=6:The party comes across a lone, injured traveler on the side of the road. As they approach to help, the traveler reveals himself to be a shape-shifting werewolf. If the party can help him find a cure, he promises to reveal the location of a long-lost werewolf pack with valuable resources and information.
  7. D10=7:Wandering mob of mutants
  8. D10=8:The party will encounter a group of 1d4+1 bandits who are hiding behind a large rock and will attack the party when they get close enough.
  9. D10=9:A giant, mutated bunny hops into view, seemingly harmless at first. However, upon closer inspection, the players realize that it is not as friendly as it seems and is actually venomous. Can they defeat this strange creature or will they fall victim to its deadly poison?
  10. D10=10:Under a sky filled with raining meteors, each with a burning tail of magical energy, players find the remains of an old observatory. Its inhabitants, ethereal star-gazers, have left behind cryptic star maps leading to a meteorite imbued with celestial magic. Touching it, however, triggers cosmic visions and guardian golems of celestial iron.

d100 = 52

  1. D10=1:They stumble upon an abandoned arboretum, overtaken by corrupted nature. Lethal thorn vines attack intruders, controlled by a malevolent dryad who believes she is the last guardian of a dying world.
  2. D10=2:A small group of 2d4+2 gnomes are riding in a wagon pulled by a donkey. They are heading in the direction of a small town on the other side of the bridge.
  3. D10=3:The party sees a group of goblins. The goblins are wearing tunics but they have a dragon tattoo on the right side of their back. The party sees a ring of dragon scales on one of the goblins' finger.
  4. D10=4:A great tree in the wasteland offers shade and fresh fruit, guarded by a nurturing dryad and her 1d8 wolf companions. Attempting to cut it down will trigger their wrath.
  5. D10=5:A group of d20+10 orc warriors wandering the fields, chanting.
  6. D10=6:A mysterious fog descends upon the players as they journey through a cursed forest. Within the fog, they encounter a spectral figure who challenges them to a game of riddles. If they succeed, they may receive a reward, but failure could have dire consequences.
  7. D10=7:A pack of undead hounds prowl near the remnant of an old battle site. Driven by vengeful spirits of fallen soldiers, they attack the players unless they honor the dead appropriately.
  8. D10=8:As acidic rain falls, players come across a grotesque, twisted forest of petrified trees. At its heart is a sinister alchemist's laboratory that continues to emanate foul magic. Aberrant creatures guard the perimeter, and players must solve alchemical puzzles to neutralize residual toxic magic and gain powerful potions.
  9. D10=9:The party hears chilling screams and finds an orphanage besieged by a haunt of spectral children trapped between this world and the next. The children’s caretaker, the ghostly Sister Marigold, pleads for aid, explaining that they remain bound because of a nearby cursed obelisk. The players must battle through ranks of undead to shatter the obelisk. With its destruction, the children's spirits ascend, and Sister Marigold grants the players an amulet that wards against curses and blesses them with inspiring visions of a future reclaimed from despair.
  10. D10=10:A group of 2d4+4 men and 2d4 women walking down the road. They have a wagon full of food and treasure. They are on the run from a group of 2d4+4 bandits chasing them down. The bandits are halfling sized but are extremely tough wastelands halflings.

d100 = 53

  1. D10=1:They discover a cracked monolith, plastered with arcane symbols that glow at dusk. Touching it reveals glimpses of future suffering amidst a celestial war. Rubbing off the symbols to learn more strains reality, summoning 2d4 void creatures determined to silence those who disturb the timeline.
  2. D10=2:Stumbling into an eerie bone orchard, players find an overly eager lich sowing “skeleton seeds”. Aid him for necromancer-aligned boons—or anger him, sending forty-one skeletal abominations on the prowl.
  3. D10=3:A gathering of unusual cacti forms a natural amphitheater where desert spirits hold a debate on existential despair. Joining or disrupting the debate can influence local spiritual activities, positively or negatively.
  4. D10=4:Ciropharch (half-man, half-leopard)
  5. D10=5:A group of scavengers have set up camp in an old, abandoned factory. They are armed and dangerous, and they will do anything to protect their stash of valuable resources. Can the players outsmart them and claim the resources for themselves?
  6. D10=6:Two old men are standing at the side of the road in a rundown hut. They are hoping for water and food and will share their water and food if given some.
  7. D10=7:A quaint fair, eerily intact, appears in the empty plains. Playing the games reveals disturbing, cursed prizes and 2d8 hostile shadow beings.
  8. D10=8:You see a foul mutant giant dragon. It has 240 hit points and will be flying in the direction of the party and then land a little further away. The party can try to hide or attack the dragon. The dragon will fly past the party or land about 500 feet from the party and then fly away in another direction. If the party attacks the dragon and kills it, they find one of the following. A bag of counterfeit gold coins worth a high price to the right person. A set of +3 halfling sized chainmail.
  9. D10=9:In the heart of the Wasteland lies a crystal-clear spring, surrounded by sickly plants. When sampled, the water bestows divine, temporary boons but necessitates appeasing the vengeful guardian spirit—a sandy, malevolent wraith—in 1d4 hours or risk severe curses.
  10. D10=10:The party finds a diseased uncle of the king. He's had an easy life, but he has been sick for a long time. He is blind and has many servants to help him.

d100 = 54

  1. D10=1:A group of d6+1 peddlers standing in front of a large tent, selling their wares.
  2. D10=2:Giant spider with a human body, who are called the spiders of the gods
  3. D10=3:A group of 1d6+2 halflings who are traveling in caravans to trade with nearby towns
  4. D10=4:A buddy group of 6 goblins and 4 giant scorpions are on their way to attack the Pujala village. They are hiding in bushes and surrounding trees. They're dangerous when provoked and have over 2 dozen potions at their disposal. They won't go easy.
  5. D10=5:A group of friendly goblins ask for the party's help in retrieving a stolen artifact from a nearby fortress. In return, they offer valuable information and resources to aid the party in their journey.
  6. D10=6:A strange force causes the party to become lost in a labyrinthine maze, filled with traps and illusions. The party must find their way out and defeat the powerful being who put them there in the first place.
  7. D10=7:A mean old woman wears green and wields a magic sword. Her name is "Gebber O'Griffon" and she is from the Western Wastelands. She is a unicorn hunter. She can be convinced to join the party. She tells the party that she has lost her magic sword, and asks if they can help her guard her treasure while she runs off to find her sword. She will leave the treasure behind and lead the party in another direction. She is a powerful brave woman.
  8. D10=8:A derelict watchtower pulses with dark energy, its vengeful guardian seeking to destroy the descendants of an old enemy. Players may aid the guardian’s quest or destroy it to cease future bloodshed.
  9. D10=9:The wasteland’s rocky outcrop hides ten stone guardians animated by a vengeful geomancer—players can either free these constructs by ending the geomancer’s curse or face their relentless defense.
  10. D10=10:They find an ominous stone altar, blackened by fire and surrounded by scorched earth. Upon offering a drop of blood, they're shown fleeting images of a warlock council planning to plunge the world into darkness. Refusing the altar’s call summons a fire demon.

d100 = 55

  1. D10=1:A group of 2d6+2 men dressed in green robes, are riding large turtles. They are carrying long spears with them. They are not wearing any armor. The leader of the group will tell you that they are in this area hunting Hulks and they will ask to join the party. If you accept them into the party, they will ask to see your weapons. They will ask if they could inspect your weapons. If you allow them to inspect your weapons, they will look for any magic items and if they find anything magical, they will try to steal the magic item from you. The group does not know if their leader is a bag of myrrh or not. If one of the turtles becomes lost on a road, the group will travel back in the direction they came from.
  2. D10=2:A group of 4d10+20 wolves traveling in the wilderness.
  3. D10=3:The party will come across a large gray stone structure sticking out of the ground. It appears as if it is unguarded.
  4. D10=4:A group of d6+1 farmers in the wilderness, returning from the fields.
  5. D10=5:A group of 1d6+2 human travelers who are lost and are trying to find their way back home. They will try to trick the party into helping them.
  6. D10=6:An ancient, decrepit windmill stands alone, housing a clockwork construct driven mad by solitude. It desperately wants to entertain with its rusty puppet show, which contains cryptic clues to a long-forgotten pact between humans and fey.
  7. D10=7:2d6 + 2d6 goblins are running toward the party. They are hiding behind bushes.
  8. D10=8:Murky shadow flows disturbingly across dying grasslands, solidifying into 1d4 shadow hounds. Protecting themselves invites chaos unless the party deduces the living shadows' divine anchor—a haunted temple needing re-consecrating.
  9. D10=9:The players stumble upon the remnants of an old laboratory, filled with strange and powerful experiments. Will they risk delving deeper into the lab in search of powerful artifacts or leave it be and continue on their journey?
  10. D10=10:A group of boars that are very organized. They have a leader and are very disciplined.

d100 = 56

  1. D10=1:A group of 2d6+2 bandits that are trying to rob 2d6+2 farmers.
  2. D10=2:You encounter a group of displaced merfolk who have been forced onto land by a powerful sea monster. The merfolk ask for the party's help to reclaim their ocean home. If the party agrees, they will have to face numerous underwater challenges and battles before facing the sea monster.
  3. D10=3:The party stumbles upon a rogue wizard who is causing chaos in the nearby town with his unstable magic experiments. They must stop the wizard before he destroys the town, but they must also be careful not to get caught in his powerful spells.
  4. D10=4:You come across an abandoned temple with strange symbols etched into the walls. As you enter, you realize it is a temple to an ancient and forgotten deity. If you pay your respects and make an offering, you may gain a blessing from the deity. However, if you disrespect the temple, you may incur its wrath.
  5. D10=5:You notice strange symbols carved into the walls of a cave, and as you investigate, you find yourself in a maze full of traps and puzzles. If you can make it to the center, you will find a legendary treasure guarded by a powerful sphinx. Can you outsmart the riddles and claim the treasure?
  6. D10=6:A group of 9 rabbits and a swarm of 2d6x3 spiders are fighting. If the party intervenes, they can either help the rabbits or help the spiders. The spiders will not attack the party if they help the spiders. The spiders will attack the party if they help the rabbits.
  7. D10=7:A group of 3d4 men and 3d4 women are stranded on a sand island and are seeking help to get off the island. They are extremely weak, so they will give the party any treasure they have to help them.
  8. D10=8:A group of 1d4+6 goblins are riding overland in carts and carriages. They are heading toward a town called Bridgewater. They will not attack unless attacked.
  9. D10=9:A mirage of a beautiful oasis appears in the distance, tempting the players with cool water and lush vegetation. However, upon reaching the oasis, they discover that it is nothing but a clever illusion created by a group of clever faeries who enjoy playing tricks on travelers.
  10. D10=10:The party will encounter a group of 2d6+2 orcs who are throwing rocks at a group of 2d6+2 gnomes who are hiding behind a rock. If the gnomes see the party, they will beg to be rescued. If the party helps them, they will follow behind them, to help them in the battle. If the party attacks the orcs, they will both be surprised. The orcs in this area are being controlled by the gnomes.

d100 = 57

  1. D10=1:There is a small village near the players. They can go to this village. The village is safe.
  2. D10=2:You see a single, large tree in the distance. As you approach, you notice that the tree is made entirely out of bones. There is a symbol carved into the trunk that seems to be pulsing with dark energy. If anyone gets too close, the bones will animate and attack. The symbol must be destroyed in order to stop the bones from moving.
  3. D10=3:A bashful basilisk camouflaged as a giant pebble seeks help to escape a zealous cult desiring its petrifying gaze for foul rituals. It promises safety only if participants avoid direct eye contact.
  4. D10=4:Along a cracked and dry riverbed, you discover strange metal shards embedded in the sand. Extracting them awakens a buried ancient warforged sentinel and its drone companions, who judge your actions as hostile. This post-apocalyptic soldier reveals snippets of history about an ancient machine war.
  5. D10=5:The wasteland’s rocky outcrop hides ten stone guardians animated by a vengeful geomancer—players can either free these constructs by ending the geomancer’s curse or face their relentless defense.
  6. D10=6:A very old human is sitting by the side of the road, holding a set of scrolls. If asked, he will say that he is named Erasmus and is the last surviving wizard in this region. He has been studying the surrounding area for five years and is trying to build up his power to search for a treasure that is buried somewhere in the region. He has come across a magical portal that he believes leads to the location of the treasure.
  7. D10=7:An eerie chant fills the air, leading the players to an assembly of 2d4 zealots praying fervently around a strange altar. Challenging their ill-intended ritual invokes their wrath and an impending divine avatar enraged by the interruption.
  8. D10=8:A group of cursed travelers crosses paths with the players. They are stuck in a never-ending loop, constantly reliving the same day over and over again. Can the players break the curse and help the travelers escape their cruel fate?
  9. D10=9:You come across a group of travelers being attacked by a pack of wolves. After helping fend off the wolves, the travelers explain that they are on their way to a nearby temple to retrieve a stolen artifact. They offer to reward the party if they join them on their journey and help retrieve the artifact. Once at the temple, the party must navigate through traps and solve puzzles to retrieve the artifact from a group of bandits.
  10. D10=10:A giant, mutated bunny hops into view, seemingly harmless at first. However, upon closer inspection, the players realize that it is not as friendly as it seems and is actually venomous. Can they defeat this strange creature or will they fall victim to its deadly poison?

d100 = 58

  1. D10=1:3d12+6 orc warriors with bows and arrows that are looking for food and water. The orcs will attack anyone they see.
  2. D10=2:On a desolate path, they discover a locket revealing the last moments of a queen betrayed by her inner circle. Following the clues, they stumble upon a curse that threatens to resurrect those same betrayers.
  3. D10=3:The party stumbles upon a village where all the inhabitants have been turned into stone by a medusa. However, there is one survivor, a blind man who has been warned about the medusa by a local oracle. The man begs the party to help him defeat the medusa and break the curse on the village.
  4. D10=4:Ralamp, a halfling mage, is wearing leather armor and holding his hand out to the party. He is looking for help and is willing to pay extremely well for it. He is trying to find a mutant cyclops. He will pay the party 206 gold pieces per cyclops head that the party brings back.
  5. D10=5:While traveling through a barren wasteland, the party stumbles upon a small village hidden within a massive crater. The villagers live off the mutated plants and creatures within the crater, but they are fiercely protective of their home.
  6. D10=6:The wasteland’s rocky outcrop hides ten stone guardians animated by a vengeful geomancer—players can either free these constructs by ending the geomancer’s curse or face their relentless defense.
  7. D10=7:On the road, you will see a boar walking in front of you. The boar is carrying a saddle and riding a war horse. The horse is following the boar's orders. The boar and the horse are hungry and were just on their way to find food. The boar has 1 hit point, and it will run to the side if it detects danger.
  8. D10=8:Outposts deserted mark ancient trader routes where barter deals shifted terennial dominions. Surviving 3d8 remnants of necromantic overtures reveals divesting enemies plundering territories, diverging near pastures embracing hope.
  9. D10=9:Players encounter a band of six brigands whose leader seeks revenge on a traitor in his own group. They can aid in revealing the traitor or risk being caught in the crossfire.
  10. D10=10:A group of 9 rabbits and a swarm of 2d6x3 spiders are fighting. If the party intervenes, they can either help the rabbits or help the spiders. The spiders will not attack the party if they help the spiders. The spiders will attack the party if they help the rabbits.

d100 = 59

  1. D10=1:A patrol of 2d4+2 mounted soldiers resting in the wilderness.
  2. D10=2:The party comes across a traveling group of gypsies, led by a fortune teller who claims to be able to predict the future. However, upon closer inspection, the party realizes that the fortune teller is using magic to manipulate their predictions to trick unsuspecting travelers. The party must uncover the truth and stop the fortune teller from deceiving others.
  3. D10=3:Blistered, cracked earth suddenly yields to a hidden hatch leading below into a secret refuge from ages long past, overrun with 2d8 goblin squatters who know half-wild rumors of buried worm paths connecting different hidden wasteland conclaves. Goblins might trade access for aid ridding their home of a primordial curse.
  4. D10=4:A group of 2d6+2 elves camping in the forest and trying to find food. The party can either help them or fight them.
  5. D10=5:Giant snake
  6. D10=6:Ciropharch (half-man, half-leopard)
  7. D10=7:A towering cactus grove, bristling with dark energy, stands as a gauntlet for travelers. Those who survive the attacks of 2d6 armature-touched needlefolk discover hidden messages carved by previous explorers, forming a map pointing to a hidden trove of ancient artifacts far from their current path.
  8. D10=8:An underground hot spring serves as a refuge for a brooding half-dragon who hides from bounty hunters. Combat or negotiation reveals the half-dragon's knowledge of dragon cult activities seeking to exploit underworld ley lines for their resurgence.
  9. D10=9:A herd of wild horses grazes in a verdant field. Capturing one may provide a swift mount, but risks an encounter with 1d4 territorial centaurs.
  10. D10=10:The players stumble upon a group of travelers who have been cursed with eternal bad luck by a vengeful witch. The players can choose to help them lift the curse or take advantage of their misfortune to gain some loot.

d100 = 60

  1. D10=1:You sense a faint, strange magic a few days of travel away from the village where you are staying. The party must find the source of it. The magic will lead the party to a large mountain with a huge cavern entrance, which the party must go up to reach the source. Inside the cavern is the home of a group of kobolds that use their magic to steal the player characters items so they can later use them as they see fit. They only take items that they can use. They will keep the items and trade them with other kobolds for weapons and armor. The kobolds have stolen items that are worth 15,000 gold.
  2. D10=2:2d20 orcs, who are running away from a group of 2d10+30 humans. If they are attacked, they will fight. The party can try to help their side or the other side or both sides by attacking the other side or by staying out of it.
  3. D10=3:A black, oily river snakes through the Wasteland. Dead fish with humanoid faces float on its surface. Attempting to cross it summons 1d6 corrupted water elementals and leaves those who do with haunting dreams of a world drowned in darkness.
  4. D10=4:A timeworn talisman on a broken pedestal pulses with unnatural energy. Touching it swaps the minds of the adventurers within their bodies, while the talisman’s curse alerts 1d6 mindflayers seeking to harvest the confusion.
  5. D10=5:As the sun sets over the cracked and barren expanse, the players stumble upon a field of glowing purple mushrooms. These mushrooms emit a hallucinogenic spore when disturbed, causing the players to see whimsical illusions of past memories dancing around them. However, hidden within the mushroom field are 2d4 chameleon-like lizards capable of blending perfectly with the terrain. These lizards are fiercely territorial and won't hesitate to attack if the party lingers too long.
  6. D10=6:A pristine valley filled with butterflies and blooming flowers hides ancient, deadly traps set by long-forgotten civilizations.
  7. D10=7:A group of 1d4+1 small children and 1d4+1 adults are running in the opposite direction of the party. They are being chased by 1d6+2 half-ogres. The half-ogres will not attack the party unless they are attacked first.
  8. D10=8:A large hand on the ground. A wizard shows up a few minutes later, picks it up, then proceeds to leave. His name is Ashelburry, and he's not interested in talking. He's a mid-level mage and can deal damage, but he doesn't like to fight. He's animating some hands for a scheme to mass paint paintings to sell on markets around the world.
  9. D10=9:A powerful and ancient tree offers to share its wisdom and secrets with the party, but only if they can gather rare and specific ingredients from the most dangerous places in the wasteland for its powerful healing elixir.
  10. D10=10:Wagon full of straw burning. If you move closer to this, you see that it is a skeleton sitting on top of a burning wagon, sitting in a chair, smoking a pipe as if nothing is going on. This is a skeleton riding a wagon that is being pulled by a horse, his name is Pumpernickle. If you ask him what he is doing, he will tell you that he is just riding a wagon with a dead horse. If you ask about the burning straw, he will tell you that he will chop it up when he gets the time. If you attack Pumpernickle the horse will run away and he will collapse on the ground in flames. If you leave Pumpernickle alone he will eventually collapse in peace.

d100 = 61

  1. D10=1:In a sunken temple, the players find a forgotten cult that worships a twisted deity. They offer knowledge in exchange for services, but the knowledge comes at the cost of someone’s betrayal.
  2. D10=2:A shimmering oasis appears before the party, seemingly out of nowhere. The water is crystal clear, and the trees surrounding it are lush and verdant. However, the oasis is an illusion created by a group of 3d6 mirage shifters, creatures that feed on emotions. If the players see through the illusion and confront the shifters, they discover that the mirage conceals a portal to an ancient fey garden full of bizarre plant life and whimsical creatures.
  3. D10=3:As the players are traveling through a desert, they come across a group of friendly nomads who are being terrorized by a powerful sandstorm elemental. The player's weapons have no effect on the elemental, but they can use their wits and knowledge of the elements to defeat it.
  4. D10=4:A group of 2d6+2 bugbears are trying to ambush the party. The bugbears are intent on attacking the party on their way from A to B to take treasure from them. They have plenty of resources to ambush the party. They have a camp where they sleep at night. They have 2d6+2 hit points. They are level 1+ and are armed with javelins and a shield each.
  5. D10=5:Above ruins electrified by perpetual thunderstorms, players find a hidden sanctuary of lightning elementals practicing a forgotten school of magic. These elementals offer to share their knowledge only if the players can prove their control over lightning magic in spellcasting duels.
  6. D10=6:A group of farmers are being terrorized by a group of trolls, who have been stealing their livestock. The farmers offer a reward for taking care of the trolls.
  7. D10=7:Superciliously color-coded battalions of pixies prepare deadly mock warfare, complete with tiny siege engines. Redirect their energies for whimsical but potent magics or dismiss them, riling up swarms enacting defiant carnage.
  8. D10=8:A traveling merchant has food and supplies. The party can buy them if they have money. The merchant is currently taking a break. If the party steals his stuff, he will get angry and fight the party.
  9. D10=9:As you set up camp for the night, you start to hear strange noises and see flickers of light in the distance. It turns out to be a group of mischievous sprites who are playing tricks on you. If you can catch them, they may offer you a valuable magical item as a peace offering.
  10. D10=10:As the party is traveling through a forest, they come across a large clearing with a beautiful, ethereal unicorn grazing in the center. As they approach, the unicorn speaks to them telepathically, asking for their help in defeating a group of dark fey that have been terrorizing the forest. If the party agrees, the unicorn gifts them with powerful enchantments to aid them in the battle.

d100 = 62

  1. D10=1:Nine goblins, armed to the teeth with dangerous and obviously malfunctioning magic trinkets, challenge the players to a contest of “wits” and “wisdom”. Failing to outsmart these simpletons means being bombarded by alchemical potions, contorting and transforming them delightfully.
  2. D10=2:You come across a cart overturned in the middle of the road. Upon investigation, you find a family of halflings who were attacked by a group of orcs. They need help fixing the cart and getting back home safely.
  3. D10=3:While wandering through the desert, the party comes across a lost caravan. The survivors beg for the party's help in recovering their stolen goods and defeating the bandits who attacked them. However, the bandits are actually undercover guards from a nearby kingdom, trying to stop smugglers from crossing their borders. The party must decide who to trust and how to handle the situation.
  4. D10=4:While exploring a haunted mansion, the players encounter a ghostly butler who begs for their help in uncovering the truth behind his murder. The players must piece together clues and solve the mystery to put the restless spirit to rest.
  5. D10=5:Amidst petrified forests, the players encounter a medusa who is the last of her kind, betrayed by her sisters. She offers a deal for her freedom, but accepting might turn them against powerful enemies.
  6. D10=6:A group of 9 rabbits and a swarm of 2d6x3 spiders are fighting. If the party intervenes, they can either help the rabbits or help the spiders. The spiders will not attack the party if they help the spiders. The spiders will attack the party if they help the rabbits.
  7. D10=7:LIGHTNING STRIKE. The party comes across a field that has been struck by lightning. There are large, burnt patches of land all over the field. The lightning struck a long time ago and the party will be able to see the tracks of the giant that was struck by lightning. The giant was on a rampage and destroyed everything in its path. The giant is gone now, but the party will be able to see the giant's tracks and know where he was going.
  8. D10=8:Wagon full of straw burning. If you move closer to this, you see that it is a skeleton sitting on top of a burning wagon, sitting in a chair, smoking a pipe as if nothing is going on. This is a skeleton riding a wagon that is being pulled by a horse, his name is Pumpernickle. If you ask him what he is doing, he will tell you that he is just riding a wagon with a dead horse. If you ask about the burning straw, he will tell you that he will chop it up when he gets the time. If you attack Pumpernickle the horse will run away and he will collapse on the ground in flames. If you leave Pumpernickle alone he will eventually collapse in peace.
  9. D10=9:As the party journeys through a dense forest, they come across a group of dryads who are being attacked by tree blights. The dryads beg for the party's help in protecting their home, but the party must also deal with a vengeful druid who has summoned the blights in an attempt to take over the forest.
  10. D10=10:Whispering winds carry the scent of rot and sulfur. The air shimmers, revealing hidden burns on the landscape that outline a gigantic dragon’s carcass. Within this outline roam 2d8 ember spirits, souls caught in eternal torment after a catastrophic battle.

d100 = 63

  1. D10=1:A flock of crows with metallic feathers and fiery eyes hover near a carcass. Upon closer inspection, the birds recite dark prophecies about each party member, sparking paranoia or unveiling secret strengths.
  2. D10=2:The party will see a black and white striped tower in the distance. They will see that it is damaged. The tower is surrounded by a moat. It takes the party 15 minutes to reach the tower. They see that the top of the tower is missing and it seems to be inhabited by a group of 2d6+2 ghouls. The party can try to get into the tower without waking them. If they do wake them, they will attack the party.
  3. D10=3:Veiled in sandstorms and haunted by whispers of ancient arcane tongues, an enormous underground cave system unravels before the players. This cave is home to earth elementals safeguarding a powerful geomantic artifact. Piecing together scattered artifacts and glyphs is key to mastering the earth’s energy.
  4. D10=4:You sense a presence in the distance. A group of 1d6+4 marauders are hiding behind a tree and will attack the party when they get close enough.
  5. D10=5:2d6 + 2d6 goblins are standing next to a large fire. The party is about to meet them. They will be throwing bones in the fire.
  6. D10=6:The party will encounter a group of 2d4+2 evil-looking humans being chased by a giant t-rex. They are from the evil human kingdom in the north. The t-rex is from the good human kingdom in the east.
  7. D10=7:They stumble into a field littered with the remnants of spell shields, ancient battles fought between titanic sorcerers. The field is under the watch of arcane, sentient weaponry bolted on pillars, each demanding arcane knowledge to passage—those who fail, combat.
  8. D10=8:The party will encounter a group of 2d6+2 goblins who are trying to find a way out of this area. They will ask for guidance to a cave. If the party guides them there, they will thank the party and leave. If the party goes into the cave, they will encounter a group of 2d6+2 ogres who are attacking the goblins. </|endoftext|
  9. D10=9:As the party enters a city, they notice that all the citizens are moving in slow motion. A powerful mage has cast a time-slowing spell on the entire city and is using this opportunity to steal priceless artifacts and treasures. Can the party stop the mage and return the city to normal time?
  10. D10=10:Players see airships flying away from a burning city.

d100 = 64

  1. D10=1:Giant spider with a human body, who are called the spiders of the gods
  2. D10=2:As you set up camp for the night, you start to hear strange noises and see flickers of light in the distance. It turns out to be a group of mischievous sprites who are playing tricks on you. If you can catch them, they may offer you a valuable magical item as a peace offering.
  3. D10=3:The players stumble into a maze guarded by 2d4 minotaurs, once noble protectors turned by lies and deceit. Their fury turns on any who dare enter, seeking redemption through combat.
  4. D10=4:A wandering bard sells "Ballads of Epic Heroism" tailored to anyone who pays 2 gold pieces. They’re terribly catchy, and could either inspire local creatures to adulation or irony-laced attacks.
  5. D10=5:A field of black roses grows out of an expanse of cracked earth. Each step closer fills the air with whispers of lost loves and forgotten dreams. Touching the roses summons 1d4 dream wraiths who seek to trap players in endless slumber.
  6. D10=6:The party discovers a group of survivors holed up in an abandoned bunker, who are being attacked by a horde of ghouls. The survivors are running low on supplies and need the party's help to defend their home.
  7. D10=7:A group of 1d10+3 wolves live in this area. If the party comes close enough, they will attack.
  8. D10=8:A d3 skeletal wyverns circling an exposed mesa, their bones rattling melodiously. Among the skeletal remains, the party finds a bard’s instrument, which, when played, summons the ghost of an ancient minstrel seeking to finish his final performance.
  9. D10=9:As the party is traveling through a forest, they come across a large clearing with a beautiful, ethereal unicorn grazing in the center. As they approach, the unicorn speaks to them telepathically, asking for their help in defeating a group of dark fey that have been terrorizing the forest. If the party agrees, the unicorn gifts them with powerful enchantments to aid them in the battle.
  10. D10=10:A picturesque shrine guarded by 1d8 mystical wolves devoted to a forgotten deity, who require a worthy offering to allow passage.

d100 = 65

  1. D10=1:All around you, you see what appears to be a massive flock of birds flying in circles. However, upon closer inspection, you realize that these are not birds, but rather bats – thousands of them – all circling around a point in the air above you. If the party tries to approach, the bats will attack as one huge swarm, forcing the party to defend themselves. If the party is able to defeat the bats, they will find a small magic crystal at the center of where the bats were circling, emitting a faint glow.
  2. D10=2:A group of refugees, fleeing from a nearby war-torn city, crosses paths with the party. They are exhausted and desperate for help, but their presence attracts a group of ruthless bandits who are after their supplies.
  3. D10=3:A group of 2d6+2 bugbears are trying to ambush the party. The bugbears are intent on attacking the party on their way from A to B to take treasure from them. They have plenty of resources to ambush the party. They have a camp where they sleep at night. They have 2d6+2 hit points. They are level 1+ and are armed with javelins and a shield each.
  4. D10=4:The party will encounter a group of 1d4+1 bandits who are hiding behind a large rock and will attack the party when they get close enough.
  5. D10=5:A group of 1d6+2 humans camping in a cave. The humans are looking for food and are starving.
  6. D10=6:While wandering through the desert, the players stumble upon a group of 1d4+1 nomads who are guarding a mystical oasis. The players must earn the nomads' trust in order to gain access to the oasis and its life-sustaining waters.
  7. D10=7:The sound of drums echoes through the night as the players come across a tribe of 1d6+1 lizardfolk performing a ritual to summon a powerful storm. The players must decide whether to stop the ritual or take shelter and face the consequences of the storm.
  8. D10=8:As you walk through a canyon, you hear chanting and see a group of robed figures standing in a circle around a fire. If you approach, they will invite you to join their ritual sacrifice. If you agree, they will attempt to sacrifice you to a demon. If you refuse, they will attack you with their dark magic.
  9. D10=9:2d6 + 2d6 goblins are running away from the party. They are hiding behind bushes.
  10. D10=10:1 tunnel worm

d100 = 66

  1. D10=1:Babies running around the woods. They are under the control of an evil wizard who is trying to turn babies into evil creatures.
  2. D10=2:Players see a group of 2d6+2 peasants walking in the wilderness. On the road, they encounter a group of 2d4+1 travelers, who are not lost.
  3. D10=3:A blazing comet impact illuminates a nearby valley with lunar magic, flattening a swath of the wasteland and revealing a triton metropolis buried beneath the sands. Uncovering the technology and magic of these lost tritons invites diving into the ruins protected by water elementals and unpredictable tides of ancient magic.
  4. D10=4:A notorious beast known as the Sand Kraken burrows beneath the surface. Slain victims are left with strangely poetic epitaphs written in the sand, suggesting a macabre artistry.
  5. D10=5:Group of 2d4 lizardmen picking through the bones of a dead dragon. This dragon was killed by another party of adventurers. It was a black dragon.
  6. D10=6:A howling storm haunts the area where an ancient mage stormed and was wronged. His spectral form demands players punish traitorous apprentices or face unending storms.
  7. D10=7:The players come across a village that is under attack by a group of werewolves. The villagers have silver weapons, but they are vastly outnumbered. The players can either join in the fight and help the villagers or negotiate with the werewolves to find out what they want and possibly end the conflict peacefully. However, if the players fail to stop the werewolves, the entire village will be turned into werewolves themselves.
  8. D10=8:A mysterious old woman appears on a crossroads, offering the party a choice of one of three different paths to take. Each path leads to a different adventure with its own rewards and dangers. Choose wisely.
  9. D10=9:A group of nomadic traders passes by, their camels loaded down with goods. They are willing to trade with you, but everything they have is vastly overpriced. If you try to bargain with them, they will become offended and may even attack you for trying to cheat them.
  10. D10=10:A group of humanoid rat-sized creatures are in a fight with a group of horse-sized arachnids. The rat-sized creatures are using bows, and the arachnids are using pincers and fire. Party can either help the rat-sized creatures or the arachnids.

d100 = 67

  1. D10=1:Abandoned alchemical equipment lies strewn across an open plain. The alchemist's spectral form lingers, mumbling of a great experiment gone awry. Any attempt to use the equipment releases 2d6 acid spirits bound by the alchemist’s failed experiment.
  2. D10=2:Yodar the Minotaur is in the wilderness. He is walking around, looking for something to do. He will attack any party that he sees. He has 2d10 hit points. When he is defeated he will drop 2d6 gems and 1d4 bottles of healing potion. He wears chainmail and a helm. He carries a war club.
  3. D10=3:The party encounters a man that is in his prime. He is looking for food and supplies. He will ask for food and supplies if he comes across the party. The man is an experienced traveler and has been through many dangerous areas in the wild.
  4. D10=4:A gathering of unusual cacti forms a natural amphitheater where desert spirits hold a debate on existential despair. Joining or disrupting the debate can influence local spiritual activities, positively or negatively.
  5. D10=5:You come across a seemingly abandoned temple in the middle of the wasteland. However, upon closer inspection, the party realizes that the temple is occupied by a group of monks who have taken a vow of silence. The monks will not speak to the party, but if the party can successfully complete a series of physical challenges set by the monks, they will be rewarded with a powerful magical item.
  6. D10=6:Pterodactyls fly overhead. There is a volcano up ahead.
  7. D10=7:They find an ominous stone altar, blackened by fire and surrounded by scorched earth. Upon offering a drop of blood, they're shown fleeting images of a warlock council planning to plunge the world into darkness. Refusing the altar’s call summons a fire demon.
  8. D10=8:A pack of d6 feline-headed hyenas whose laughter is akin to mockingbirds’ songs. They hoard shiny objects and peculiar relics, each leading to a clue about the whereabouts of a hidden gnome treasure trove.
  9. D10=9:In an area of constant sandstorms, the players discover a gnomish inventor creating a machine of great power. His former allies seek its secret, having betrayed him for their gain. Choosing sides has massive consequences.
  10. D10=10:Amid the lifeless crags, a colossal skeletal dragon languishes, bereft of life but animated by cursed, ancient magic. It guards a celestial relic – the Heart of Celestia. The players learn from a dying hermit that the dragon was once a stalwart protector, turned into an undead sentinel by a malevolent lich. If they can purify the Heart and lay the dragon's bones to eternal rest, the surrounding lands will experience a surge of growth and vitality. The dragon's spirit, freed at last, will gift the players a dragonbone charm that heightens their senses and offers guidance through the shadow-laden paths.

d100 = 68

  1. D10=1:Four hobgoblins, loudly lambasting their king's idiotic policies, offer bounties for ludicrously minor acts against their regime. Feeding on their rebellion might yield support in coin or arms, refusing draws punitive strikes by ten loyalist hobgoblins.
  2. D10=2:The party will see a black and white striped tower in the distance. They will see that it is damaged. The tower is surrounded by a moat. It takes the party 15 minutes to reach the tower. They see that the top of the tower is missing and it seems to be inhabited by a group of 2d6+2 ghouls. The party can try to get into the tower without waking them. If they do wake them, they will attack the party.
  3. D10=3:A lone goblin sitting under a tree. He is smiling and chuckling to himself. The goblin will say to the party that he is sitting under a tree and it's good to be alive. The goblin will ask the party what they were doing and ask how their day was. He's friendly and looking for work. His name is Snot-Gob.
  4. D10=4:There is a road that is being used by some merchants. The party will see a group of carts traveling. They can try to hitch a ride on the carts. They can also try to steal some things from the merchants.
  5. D10=5:The players come upon a grand, blood-red tapestry flapping in the wind, depicting the genocidal conquest of a tyrant king. Touching the tapestry brings forth 2d4 ghostly soldiers, duty-bound to spread their king’s terror once more.
  6. D10=6:2d6+2 d20 zombies that are all over the road
  7. D10=7:A trio of desert gnolls is pranking travelers by pretending to be menacing yet hilariously blunder constantly in an endearing manner. Correcting them might make them loyal comedic minions.
  8. D10=8:LINT FLIES. If the party sees lint flies in the air, it is a sign that the ground is riddled with shiny objects that can be found by searching. A creature can dig up a shovel full of dirt and find a rock, coin, or gem worth 1d10 gp.
  9. D10=9:A band of 1d8 goblins on pogo sticks bounds across the horizon. They claim they're in a hopping race to see who can find the legendary "Golden Pogo Stick." If the players help them, they might share a few pogo sticks and their hilariously bouncy tracking skills.
  10. D10=10:Murky shadow flows disturbingly across dying grasslands, solidifying into 1d4 shadow hounds. Protecting themselves invites chaos unless the party deduces the living shadows' divine anchor—a haunted temple needing re-consecrating.

d100 = 69

  1. D10=1:The party encounters a group of cultists who are performing a ritual to summon a demon. The party must stop them before it's too late.
  2. D10=2:The barren wasteland ahead of the party is covered in ruins. The ruins are in a very good state. Inside them are 2d4+4 skeletons and 2d4 zombies. The ruins are a citadel that was destroyed in a war. The party can raid any of the buildings to find some treasure, but they will come across more of the undead which were once people living there.
  3. D10=3:Giant Man-Eating Vulture. If a party member gets eaten by the vulture, he or she will be turned into a vulture. The vulture has a +1 attack bonus, but it has no armor class bonus. The vulture has 8d6 hit points.
  4. D10=4:A group of centaurs are trying to collect a bounty on a dragon. The dragon has been stealing from a nearby town and has been destroying some items in the town. The dragon prefers to hide out and use its magic to try to avoid capture. The dragon is cunning and has possibly used magic to trick the centaurs into thinking he is a different monster.
  5. D10=5:The ground is scattered with lifelike stone statues of various creatures. Each statue weeps black tears. Approaching reveals a medusa on the hunt, searching for someone to end her immortal misery by reliving her tragic love story.
  6. D10=6:You see a fog coming from the distance. The fog is moving closer. You notice that the fog is moving against the wind. As the fog grows closer, you see that it is a moving mass of fire. The fire mass is getting closer and closer. The fire mass is open minded and if attacked, it will fight back. It is seeking to burn down all the towns and forests nearby. It will attack anyone who gets in its way. As it gets closer, it becomes clear that it is a giant mass of fire and fire serpents. They are moving towards Crowthorne and they are looking to burn down all of Crowthorne as well.
  7. D10=7:A group of 2d6+2 humans wearing long beards and carrying clubs and spears are on their way to Crowthorne. They are on their way to help rebuild Crowthorne after it was destroyed by the undead barbarian hordes. They need help, but they can't pay the players for assistance. The barbarian undead's loot is up for grabs, though.
  8. D10=8:The wasteland’s rocky outcrop hides ten stone guardians animated by a vengeful geomancer—players can either free these constructs by ending the geomancer’s curse or face their relentless defense.
  9. D10=9:Amidst the bones of a long-dead dragon, an oasis of corruption festers. Here exists a coven of 3d4 witches weaving chaos spells. Neutralizing them or participating in their rituals glean knowledge about celestial cycles governing the rise and fall of Wasteland horrors.
  10. D10=10:Homeless people

d100 = 70

  1. D10=1:A group of 2d6+2 men dressed in green robes, are riding large turtles. They are carrying long spears with them. They are not wearing any armor. The leader of the group will tell you that they are in this area hunting Hulks and they will ask to join the party. If you accept them into the party, they will ask to see your weapons. They will ask if they could inspect your weapons. If you allow them to inspect your weapons, they will look for any magic items and if they find anything magical, they will try to steal the magic item from you. The group does not know if their leader is a bag of myrrh or not. If one of the turtles becomes lost on a road, the group will travel back in the direction they came from.
  2. D10=2:The party finds a group of travelers, all members of different humanoid races, who are searching for a way to reverse their curse and return to their true forms. They enlist the party's help in finding the elusive witch who cursed them.
  3. D10=3:A dragon has made its lair in a nearby mountain, terrorizing the surrounding villages. The party must find a way to either defeat or negotiate with the dragon in order to restore peace to the region.
  4. D10=4:If you walk through a grove of ancient trees, you encounter an old man tending a small garden of herbs. The hermit offers tea and wisdom, but warns of an approaching army of orcs.
  5. D10=5:A mysterious figure in a dark cloak offers the party a powerful and dangerous quest in exchange for a rare and valuable artifact. The quest will lead them to dark and dangerous places, with a potential for great rewards or disastrous consequences.
  6. D10=6:A group of 3d4 men and 3d4 women are stranded on a sand island and are seeking help to get off the island. They are extremely weak, so they will give the party any treasure they have to help them.
  7. D10=7:A group of gnomes are putting on a strange performance in the middle of the wasteland. They are actually conducting a secret ritual to summon a powerful demon, and they will do anything to keep their ritual a secret. Will the players intervene and stop the ritual, or let the demon be summoned?
  8. D10=8:Amid a wasteland of endlessly undulating dunes and sudden sinkholes, players find an extraordinary gem-studded cavern. Here, a dragon made of crystal and sand mankind's ancient seismic tomb rests. Deciphering the geological riddles within these tombs grants knowledge for geomantic manipulation and valuable treasures.
  9. D10=9:The party is ambushed by a group of mind flayers who have been kidnapping travelers and using their brains as a source of power. However, the mind flayers are only pawns in a larger scheme orchestrated by a powerful telepathic being who plans to use the stolen brains to take over the world. The party must stop the mastermind and save the prisoners before it's too late.
  10. D10=10:Amidst towering pillars of salt swept by gale-force winds, the remnants of an ancient sea deity’s temple can be found. The temple houses ancient tomes that can tame the wrath of sea and storm. Breaking into the inner sanctum requires overcoming the ancient sea guardians and deciphering riddles of sunken civilizations.

d100 = 71

  1. D10=1:Crossing a desolate bridge, players find it haunted by three ghosts of those who died by treachery. They offer glimpses of treasure if the players avenge their deaths. Refusal results in spectral attacks.
  2. D10=2:Beneath a darkening sky, the party is drawn to the ruins of a massive cathedral that appears untouched by time. Inside, an angelic figure, cloaked in spectral light, prays by a statue holding the 'Luminous Grail.' The angel, Kassiel, explains that a tormenting plague of nightmares lies over the land, set by an ancient demon imprisoned deep within the bowels of the cathedral. Kassiel cannot intervene directly but will guide the players through a perilous crypt. If they defeat the demon and end the nightmare scourge, Kassiel bestows a fragment of the Grail’s light upon them, granting immunity to fear and enhancing their healing abilities.
  3. D10=3:A group of thieves are looking for some jewelry that was lost in this area. They are willing to trade some of their treasure with the party if the party can find the lost jewelry for them.
  4. D10=4:Ralamp, a halfling mage, is wearing a shield and leather armor and holding his hand out to the party. He is looking for help and is willing to pay extremely well for it. He is trying to find a trapdoor spider. He will pay the party 200 silver pieces per spider head that the party brings back. He isn't willing to risk the party's lives. He will handle the fighting with his magic. He is going to use the spider corpse to summon a demon. A Trapdoor Spider, a small, curious, and very vicious arachnid. It lives underground in thickly webbed burrows, which it spins out of silk. The spider is a black-bodied creature with a pale stripe running down its back and a slender, pointed abdomen. It has eight eyes, two on each side of its head.
  5. D10=5:While resting for the night, the players are approached by a ghostly figure who begs them to find their lost locket that was stolen by a group of bandits. The locket is said to contain the spirit's only connection to the living world and they will not rest until it is returned.
  6. D10=6:Uls, the orcish cleric, is encountered in the wild. He has lost his way while traveling through the wilderness. He is currently looking for a village to get food and supplies. He will approach the party and try to ask them to help him get to his destination. He will be helpful to the party. If not provided with food and/or treasure, he will try to kill the party. Uls has 21 hit points. He will try to run away after he takes 15 points or after 3 rounds of fighting.
  7. D10=7:A group of 1d6+1 goblins are in this area. They are drinking water from a small stream.
  8. D10=8:A group of 4 cavemen driving 3 cavewomen in front of them toward a cave. They are hunting for female cavepeople for their own cave. They are looking for women to mate with. The cavemen are strong and tough with good fighting and leadership skills. They know how to be stealthy on the battlefield. The cavewomen are medium sized and are very strong, but weak in magic. They will try to fight back if given the chance. The cavemen can be males or females. The caveman's cave is 50 feet in diameter and 20 feet tall. Their cave is 3 miles north of their current location. They are hunting in a radius of 1 mile around their cave. The cavemen have a 1 in 10 chance of seeing the party during the hunt.
  9. D10=9:Echoing howls reveal a den of four vengeful ghouls driven to madness by a shaman’s cruelty. Players are tasked with defeating the shaman or face the relentless ghoul attacks.
  10. D10=10:A roving band of wild centaurs appears, equipped with bows and spears. They challenge you to a race, and if you win, they will give you a rare magical item. If you lose, they will rob you and leave you stranded in the wasteland.

d100 = 72

  1. D10=1:A haunted grove conceals eight dryads seeking retribution against an encroaching villain. Players must choose to protect nature or face its wrath.
  2. D10=2:A group of 1d10+2 spiders will attack the party if they come close to the spiders' webs.
  3. D10=3:Babies running around the woods. They are under the control of an evil wizard who is trying to turn babies into evil creatures.
  4. D10=4:A giant sandworm bursts out of the ground and attacks the group, drawn by the vibrations of their footsteps. If you defeat it, you notice a glint of metal in its stomach. Upon further inspection, it is a powerful weapon that can only be wielded by someone with immense strength.
  5. D10=5:Irksome familiars abandoned by their mages run rampant. Capturing them might calm the arcane tides or letting them loose invites truly loopy magic fluctuations turning terrain hostile.
  6. D10=6:The players spot an old, broken-down wagon in the distance. As they approach, they realize it's surrounded by sinister, swirling dust clouds. The wagon was a trader's; the trader is now a spectral figure haunting the area. Ghostly whispers offer promises of wealth if the players dare to seek out the hidden ruins where the trader died—a trap filled with 2d6 undead revenants.
  7. D10=7:A group of magical traveling merchants offer to sell you a mysterious potion that can enhance any ability of your choice for a short period of time. However, it has a 50% chance of causing a negative effect instead. Will you take the risk for a temporary boost in power?
  8. D10=8:Players encounter a band of six brigands whose leader seeks revenge on a traitor in his own group. They can aid in revealing the traitor or risk being caught in the crossfire.
  9. D10=9:A group of nomadic healers, known as the Wandering Hands, offer to heal any ailments or injuries the players may have in exchange for a valuable possession or a favor. However, their healing methods involve strange and sometimes painful treatments.
  10. D10=10:A troop of 2d6+2 mounted soldiers marching along the road.

d100 = 73

  1. D10=1:The party finds a group of sickly looking children. They have sores on their face and body. They look like they haven't eaten for a long time.
  2. D10=2:The players come across a tribe of peaceful, nature-loving creatures who are being attacked by a group of poachers. Will they defend the creatures and their home or ignore their plight?
  3. D10=3:Halfway through the forest, the party will discover a hidden cave. The three entryways are guarded by a pair of wolves and a pair of dire wolves. The wolves are eager to attack the party and will attack the party if they get close enough. If they kill the party, they will devour their bodies, leaving the bones behind.
  4. D10=4:A group of 2d8+4 kobolds is having a heated argument over a mysterious object. As the party gets closer, the kobolds stop arguing and turn their attention to them. The object turns out to be a magical artifact that can summon a powerful being, but at a great cost. Will the party take the risk and use the artifact, or leave it with the kobolds?
  5. D10=5:The ground is scattered with lifelike stone statues of various creatures. Each statue weeps black tears. Approaching reveals a medusa on the hunt, searching for someone to end her immortal misery by reliving her tragic love story.
  6. D10=6:Stumbling upon an ancient burial ground, players are accosted by seven vengeful wraiths seeking revenge on tomb robbers. Players can appease the wraiths or face their haunting despair.
  7. D10=7:The party will encounter a group of 2d4+2 evil-looking humans being chased by a giant t-rex. They are from the evil human kingdom in the north. The t-rex is from the good human kingdom in the east.
  8. D10=8:An eerie chant fills the air, leading the players to an assembly of 2d4 zealots praying fervently around a strange altar. Challenging their ill-intended ritual invokes their wrath and an impending divine avatar enraged by the interruption.
  9. D10=9:A rust-covered automaton, once part of an elusive lost order, endlessly counts the grains of sand. Its fragmented memories could provide insights into ancient Wasteland technologies.
  10. D10=10:Spectral war horses, led by an over-enthusiastic undead jouster, challenge the players to a “timeless tourney.” Accepting the duel means facing six heavily-armed skeletal knights, winning grants you "Knight of the Barren Order" status—complete with an official-sounding but meaningless title.

d100 = 74

  1. D10=1:Along a cracked and dry riverbed, you discover strange metal shards embedded in the sand. Extracting them awakens a buried ancient warforged sentinel and its drone companions, who judge your actions as hostile. This post-apocalyptic soldier reveals snippets of history about an ancient machine war.
  2. D10=2:A group of 2d6 black bears is walking over a hill toward the party. The party is about to meet them. They will be carrying something. They are returning home.
  3. D10=3:Travelers find a scorched, glass-like crater housing a shattered crystalline sphere emanating magical pulses. Examining it draws the attention of 2d4 crystal elementals who protect the relic from those who would misuse it. These events tie into a looming crystallomancer uprising in the horizon's shadows.
  4. D10=4:A notorious pirate captain offers to enlist the party's help in finding a long-lost treasure buried on a cursed island. The party must navigate through treacherous waters infested with dangerous sea creatures and solve the island's deadly puzzles to reach the treasure.
  5. D10=5:Crimson vortexes of swirling sand reveal an ancient and apparently malfunctioning clockwork oracle. It claims to foresee end-time events with only minimal calibration. Tinker with it correctly for forewarnings of local dangers or botch it, activating hostile guardian constructs numbering five.
  6. D10=6:A haggard band of 2d6 heavily armed pixies has gotten lost on their way to a fairy wedding. They’re feisty, trigger-happy, but utterly clueless about directions. Escorting them to their destination might lead to a pixie promise—or pixie mayhem.
  7. D10=7:In the sky, you see a woman dressed in white clothes flying to the side. Her clothes are torn and she she appears to have been attacked by some sort of flying creature. If you are flying, you will see that 3d6 creatures are flying next to her. Her clothes will fall to the ground, and her necklace will fall into the forest, not far from you.
  8. D10=8:A group of 2d8+4 kobolds is having a heated argument over a mysterious object. As the party gets closer, the kobolds stop arguing and turn their attention to them. The object turns out to be a magical artifact that can summon a powerful being, but at a great cost. Will the party take the risk and use the artifact, or leave it with the kobolds?
  9. D10=9:You see a foul mutant giant dragon. It has 2d10+200 hit points and will be flying in the direction of the party. It will fly over the party and then land a little further from it. The party can try to hide or attack the dragon. The dragon will fly past the party and fly in another direction or land about 500 feet from the party. If the party attacks the dragon and kills it, they find one of the following. A bag of gold coins. A ring of protection +1. A sword +2. A bag of jewels. A lute for a bard which can be used as a magic instrument by anyone trained in the skill.
  10. D10=10:A group of thieves are looking for some jewelry that was lost in this area. They are willing to trade some of their treasure with the party if the party can find the lost jewelry for them.

d100 = 75

  1. D10=1:You see 2d4 evil-looking humans being chased by a giant t-rex. They are from the evil human kingdom in the north. The t-rex is from the good human kingdom in the east.
  2. D10=2:You sense a strong magical presence and follow it to a clearing where you find a group of wizards engaged in a heated debate over a rare and powerful spell. They ask for the party's help in finding the ingredients needed to complete the spell and offer a generous reward in return.
  3. D10=3:A river of quicksilver flows through the Wasteland, teeming with aquatic creatures of pure mercury that shimmer in the starlight. Crossing the river requires the assistance of 3d6 river guides, shape-shifters betting their transformation abilities on the party's success. Assisting the guides with their plight against an oppressive alchemical cult reveals an ancient pact and grants access to a hidden repository of powerful alchemical secrets.
  4. D10=4:2d10 giant spiders
  5. D10=5:A swirling vortex of sand reveals a colossal stone statue which begins to speak of an ancient prophecy. Holding the key to an age-old riddle, the statue can bestow a powerful blessing. Yet, players must decode inscriptions etched in an arcane dialect around its base, while avoiding traps set by long-dead architects.
  6. D10=6:Satyrs
  7. D10=7:A single mutant with a random mutation with 2d10+1 hit points. The mutant will be fighting a group of 1d4+1 humans.
  8. D10=8:You come across a peaceful village, where the inhabitants are actually talking animals. They offer to tell you a story in exchange for supplies, and if you listen closely, you may learn a valuable lesson or even a secret about the wasteland.
  9. D10=9:Upon reaching a labyrinthine ravine, a sandstorm strikes, reducing visibility and altering the terrain. Sandworms emerge, colossal beasts that sense vibrations through the ground. Movement above ground becomes perilous, forcing choices between stillness, stealth, or desperate combat.
  10. D10=10:A group of survivors beg for the players' help as they are being chased by a swarm of giant mutated bees. The players can choose to help or leave the survivors to their fate, but the bees are guarding a hidden hive filled with valuable honey and potions.

d100 = 76

  1. D10=1:At the heart of a sun-bleached canyon, players come across a trickster god in disguise. Granting them insight into ongoing celestial war, he subtly nudges them towards causing a betrayal, promising immense power in return.
  2. D10=2:Players find a dying old man who claims to be a king deceived by his council, leaving his kingdom in ruins. His tale reveals a hidden threat emerging in their path, a result of his past decisions.
  3. D10=3:As you are traveling, you see a group of giant ants moving in a straight line towards a nearby settlement. Upon closer inspection, you realize they are under the control of an evil druid who plans to use them as an army to take over the town. The party must come up with a plan to stop the ants and defeat the druid before it's too late.
  4. D10=4:A mighty dragon appears, offering protection for a steep price. Discovering the dragon's true intentions reveals it as a self-serving traitor to nature, and battling it becomes a test of their mettle.
  5. D10=5:A large hand on the ground. A wizard shows up a few minutes later, picks it up, then proceeds to leave. His name is Ashelburry, and he's not interested in talking. He's a mid-level mage and can deal damage, but he doesn't like to fight. He's animating some hands for a scheme to mass paint paintings to sell on markets around the world.
  6. D10=6:A tranquil lake harbors a shimmering treasure beneath its surface but is polluted by 2d8 venomous amphibious creatures lurking in the depths.
  7. D10=7:Witnessing a magical conflux as ley energies converge, creatures undergo unnatural evolution. Combatting evolved 3d8 wasteland creatures offers scientists’ notes detailing mutations spreading through various holds and probable epicenters.
  8. D10=8:A group of 2d6 human peasants is walking over a hill toward the party. The party is about to meet them. They will be carrying baskets.
  9. D10=9:Beneath an eclipse, the players witness 1d4 celestial beings locked in combat after a grave betrayal. Deciding whom to support might alter the heavens themselves or damn the region to shadow.
  10. D10=10:A powerful sorcerer is looking for someone to help him find a special ingredient for a powerful spell. He offers a handsome reward to whoever can find it for him.

d100 = 77

  1. D10=1:You see a grey statue holding two objects. One of the objects is a magical sword. The other one is an ankh. One of them is cursed and will kill you at random. The other one will cure you of any disease or illness that you have. If you go near the statue, it will attack you. The statue has 120 hit points. It is immune to all magic. It is immune to physical attacks. The only way to defeat it is to get to one of the objects and use it. The statue will not say which object is cursed and will not allow you to get to either of them. It has the following attacks. A big rock hand attack which deals 3d10 damage to the entire party. A big rock hand attack which will try to pick up a creature and throw it.
  2. D10=2:A group of 2d6+1 gnolls is hunting a group of 2d6+1 goblins. The gnolls are tracking the goblins and have been following them for a while. The gnolls will catch up with the goblins after 3 hours. The gnolls are mounted on large hawks and are flying above the goblins (60 to 150 feet above), looking down at them while they are walking. The gnolls have trained hawks, which they use as flying mounts. The hawks are carrying a small bag of food on their back. The gnolls will try to attack the party with the hawks before attacking with their spears. The gnolls have been hunting for years and if they die, will be replaced with new gnolls who will continue to search for the goblins.
  3. D10=3:The party sees a group of people standing in the middle of the road and hear a voice say, "Stop right there." The party must decide whether to stop or keep going. If they go, the people blocking the road will attack them. The people are a group of performers, who are holding a play. They have 4 characters in the play (3 men and one women.) The play is about a group of adventurers who come across a village where everyone is now dead. They find that there is a wizard living in the village that created a spell to make everyone in the village forget about death and how horrible it was for them. The party meets the wizard and he tells them about how the village is now full of life and happiness. He will invite the party to join in the festivities with him. If the party does not agree to help him, he will request that they leave.
  4. D10=4:The players encounter a debating team of 2d6 cockatrices arguing about crossing roads. Each side is dead-set (pun intended) on winning. Mediation might earn an unlikely alliance and perhaps an amusing pseudo-intellectual cockatrice professor.
  5. D10=5:A band of 2d6 would-be heroes lies slain, except for one survivor who claims they were betrayed by an internal mole. As the party investigates, they must decide who to trust and whether the survivor’s tale is even true.
  6. D10=6:They find a hallowed-out hill, with deep burrows leading to a network of tunnels inhabited by aggressive troglodytes guarding a shrine to a long-forgotten earth god. Disturbing the shrine awakens the god's monstrous avatar.
  7. D10=7:Picking up the trail of the missing caravan, you pass a small village of about 50 people who have been feuding with a group of men for many years. They have gathered their supplies and are heading towards the whereabouts of the missing people. If the players help the village find their missing people, they will give them a "get back at the bad guys" item. The item gives the user a chance to continue fighting against the evil men or to cause chaos to their evil plans.
  8. D10=8:The party sees a group of zombies being lead by a necromancer on horseback. The necromancer will have a rod of metal to flesh and will raise the dead if he is attacked.
  9. D10=9:The party comes across a group of cursed, undead knights roaming the wasteland. They ask for the party's help in finding a powerful wizard who can lift their curse, but they must also face the wrath of their former king who cursed them in the first place.
  10. D10=10:A cursed wasteland shrine guarded by six guardian spirits demands players decide the fate of travelers seeking refuge there. Denying their retribution invokes a terrible curse.

d100 = 78

  1. D10=1:You come across a small town that is being attacked by large myconids. They are taking children to enslave them. They are planning on raising them as food. If the myconids get the children, your party will be dealing with 80+ myconid slaves. Your party will have to kill the myconids to free the children.
  2. D10=2:2d4 hobgoblins are pulling a wagon across the bridge. The caravan will stop at the bridge because it is too long for the bridge. They see the hobgoblin pulling their wagon and will invite them to their wagon so they can share stories.
  3. D10=3:The party sees a large ogre who's about to attack a lizard. If the party joins in, the lizard will fight with them, but will probably die in the process.
  4. D10=4:The party sees a group of people standing in the middle of the road and hear a voice say, "Stop right there." The party must decide whether to stop or keep going. If they go, the people blocking the road will attack them. The people are a group of performers, who are holding a play. They have 4 characters in the play (3 men and one women.) The play is about a group of adventurers who come across a village where everyone is now dead. They find that there is a wizard living in the village that created a spell to make everyone in the village forget about death and how horrible it was for them. The party meets the wizard and he tells them about how the village is now full of life and happiness. He will invite the party to join in the festivities with him. If the party does not agree to help him, he will request that they leave.
  5. D10=5:A group of 1d6+2 bandits that are trying to rob a merchant wagon.
  6. D10=6:A company of 3d6+6 ruffians.
  7. D10=7:Under the starlit wasteland, the players discover a circle of stones haunted by five vengeful ancestor spirits. They demand restitution for their descendants’ disgrace or spread dread.
  8. D10=8:A perilous gorge holds traces of ancient, shattered weapons. They pulse with residual battle magics, bringing statues to life and placing magic traps in your path. These weapons might be remnants of a war between now-legendary figures.
  9. D10=9:As a sandstorm rages with relentless fury, players encounter a tribe of nomadic spellcasters who harness the storm’s power for protection and offense. They guard an ancient artifact of immense power supposedly buried in the sands. The artifact can turn the tide of war but challenges include deciphering ancient runes and withstanding elemental trials of wind, earth, fire, and water.
  10. D10=10:The players encounter a strange, floating platform in the middle of the wasteland. Upon stepping on it, they are transported to a mysterious realm where they must compete in various challenges to earn powerful rewards.

d100 = 79

  1. D10=1:A group of 3d4 humans are walking toward the party. The humans are dressed in robes and have goggles covering their eyes. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
  2. D10=2:Witnessing a magical conflux as ley energies converge, creatures undergo unnatural evolution. Combatting evolved 3d8 wasteland creatures offers scientists’ notes detailing mutations spreading through various holds and probable epicenters.
  3. D10=3:The players cross paths with a wandering knight, seeking vengeance on a rival who poisoned their homeland. The knight requests aid; refusal draws the wrath of their undying rage.
  4. D10=4:2d10 giant spiders
  5. D10=5:There is a small village near the players. They can go there and talk to the villagers. The village is safe.
  6. D10=6:The barren wasteland ahead of the party is covered in ruins. The ruins are in a very good state. Inside them are 2d4+4 skeletons and 2d4 zombies. The ruins are a citadel that was destroyed in a war. The party can raid any of the buildings to find some treasure, but they will come across more of the undead which were once people living there.
  7. D10=7:A few 1d6 wizened tortoises ponder the meaning of life over checkerboards. They seem wise and can offer sage advice if players prove their mettle in a game of checkers—or jest mightily enough.
  8. D10=8:The party finds themselves trapped in a sandstorm where illusions of their greatest betrayals come to life. Each must battle their own nightmare or risk losing their sanity forever.
  9. D10=9:Q'kala is a city built on a cliff. It is constructed of stone and wood. The city is surrounded by walls. It is 12 miles from the edge of the wasteland. Q'kala has an army and is ruled by a city council. The army can be hired by the party to help them in their quest. The army has 3d8+6 fighters. Q'kala is ruled by the council of kamma. The council are 6 dwarves and 4 humans. Kamma is a dwarven word meaning peak in dwarven.
  10. D10=10:In the distance, you see a herd of strange creatures with long, curved tusks and shaggy fur. As you get closer, you realize they are actually woolly mammoths. However, they are being hunted by a group of barbarians on horseback. If you choose to intervene, you can either help the mammoths or the barbarians, and depending on your choice, the other may attack you.

d100 = 80

  1. D10=1:A sand storm that comes out of nowhere. It lasts 1d4 hours. The wind is so strong that everyone must roll a saving throw or be knocked over or lose their balance. On a successful saving throw, they are knocked over. They also lose dexterity points. Everyone must make a saving throw or be blinded for 1d4 hours. Also, their visibility is cut in half. Their vision is reduced to 5 feet. The dust storms continue for 1d4 hours. Anyone outside the dust storm must roll a saving throw or be blinded for 1d4 hours.
  2. D10=2:Amid the bleakness of the Wasteland, the players stumble upon an ancient crumbling temple. A group of 3d6 spectral monks are conducting a ritual to cleanse the area of a lingering darkness. The monks are benevolent spirits trapped between realms, and their leader, Abbot Thalorin, explains that they were betrayed by a dark sorcerer centuries ago. If the players assist them – by lighting seven sacred braziers scattered throughout the temple – the monks will finally find peace. As a reward, the players will receive a blessing that bolsters their resistance to dark magic and grants them a vision of a hidden glade, a rare oasis of life in the Wasteland.
  3. D10=3:The ruins of a long-lost civilization rest beneath fragrant rose bushes. Digging reveals forgotten lore, watched by 3d6 protective stone golems.
  4. D10=4:An underground hot spring serves as a refuge for a brooding half-dragon who hides from bounty hunters. Combat or negotiation reveals the half-dragon's knowledge of dragon cult activities seeking to exploit underworld ley lines for their resurgence.
  5. D10=5:The party sees a group of nine ogres. They are drinking beer and are laughing as they tell stories. It is unknown what they will do if they see the party.
  6. D10=6:A group of scavengers have set up camp in an old, abandoned factory. They are armed and dangerous, and they will do anything to protect their stash of valuable resources. Can the players outsmart them and claim the resources for themselves?
  7. D10=7:The horizon is marked by a rusted, spherical contraption, an ancient war machine. It radiates malevolent energy, and getting too close activates its dormant defense system, 2d4 iron golems. It holds a map leading to a place of unspeakable power.
  8. D10=8:A group of 2d8 humans is trying to collect a bounty on a group of 7d8 lizard men who have been killing people in this area. The lizard men are willing to fight with anyone so that they can keep their land.
  9. D10=9:A group of 1d6+5 pests are living in the desert. If the party approaches, they will attack the party with bows and arrows. The party is attacked by 3d6 giant ants.
  10. D10=10:The party stumbles upon a group of goblins trying to tame a mutated giant rat. The goblins seem terrified of the rat, but also don't want to give up their potential mount.

d100 = 81

  1. D10=1:Ragged human tribesmen. There are 2d6 tribesmen and 10d10+20 tribeswomen with them.
  2. D10=2:A patrol of brigands in the road.
  3. D10=3:Druidic tortoises with stone shells move ponderously, each carrying a fragment of an ancient map that foretells the path to an ever-shifting labyrinth within the Wasteland.
  4. D10=4:The players see a group of merchants transporting a mysterious artifact. They are being attacked by bandits and are in desperate need of help. If the players successfully fend off the bandits, the merchants will reward them with a map leading to a hidden treasure. However, the map is cursed and will reveal the true nature of the artifact, which is an ancient and powerful weapon that has the potential to destroy the world.
  5. D10=5:A rust-covered automaton, once part of an elusive lost order, endlessly counts the grains of sand. Its fragmented memories could provide insights into ancient Wasteland technologies.
  6. D10=6:A powerful wizard offers to teach one member of the party a new spell in exchange for completing a dangerous quest for him.
  7. D10=7:A group of 4d4+4 Ratman Warriors are running through the forest. They are looking for a very important item that they have recently misplaced. They will offer the party an item of equal value in exchange for helping them find their item. The item is a metallic pendulum with a life-sized tree etched on it. They are looking for this item because it was stolen from them by a group of giggling humanoids with purple skin.
  8. D10=8:A caravan of exotic entertainers is trapped by a swirling sandstorm of magical nature. Helping them escape reveals their leader, a sorcerer hiding among the dancers to escape from an assassin's guild. They offer enchanted instruments laced with sorcery and details about the guild's hidden lair.
  9. D10=9:A group of 2d4+2 men are looking for food. They will attack the party if they don't get any food or gold from the party.
  10. D10=10:A group of 1d6 + 1d6 soldiers with blue armor and blue flags are standing in front of the party. They are looking for the party. They are going to arrest the party because of a crime they committed in a nearby town. The party is to follow them to the nearby town but not too closely. The soldiers will give the party directions on what to do when they reach the town.

d100 = 82

  1. D10=1:An abandoned temple is hidden deep in the woods. Inside, the party will find ancient relics and treasures, but also face dangerous traps and puzzles.
  2. D10=2:A drought-ridden siren playing a melancholic tune on bone flutes beckons travelers to reveal their darkest fears in return for drought-ending secrets hidden in cryptic melodies.
  3. D10=3:As the players set up camp for the night, they hear a faint but beautiful singing in the distance. The source of the singing is a group of sirens who are luring travelers to their doom. The players must resist the enchanting song and defeat the sirens to continue their journey. However, if a player is charmed by the song, they will fall into a deep sleep and will need to be awakened by their companions.
  4. D10=4:You come across a large cat creature with orange fur and a large horn. It is sleeping in the middle of the road. You can see its breath. It is colder outside than usual. You see a small house with smoke coming from the chimney. There is a small hand print on the house.
  5. D10=5:In the forest you see three men dressed in black robes. They have daggers and axes with them. Behind them, you see a man that has been picked up by a flying creature, who is wearing a black cape and holding a staff made from a branch that is glowing with electricty.
  6. D10=6:A giant lizard is eating a dead horse again the side of the road. He eats it until it is completely gone.
  7. D10=7:A rancorous Genie imprisoned in a crumbling statue bequeaths grudging boons to those who manage to amuse him, each gift warped by his grim sense of humor.
  8. D10=8:You see a large Great Wyrm Red Dragon fighting four drow with spider like wings. There are five drow (without wings) on horses shooting arrows at the dragon. The dragon has 640 hit points. The dragon is eating one of the drow that it killed previously and is having difficulty maintaining his hold on its meal. There are three more drow (without wings) standing behind the war party and casting spells at the dragons. There is a small wagon loaded with loot in front of the war party. The war party will ask the party if they want some fresh meat. The party can respond that they do not want any meat (or they can ask if they want to trade but they will not get any meat).
  9. D10=9:A group of 1d6+1 goblins are in this area. They are drinking water from a small stream.
  10. D10=10:A group of 2d6+2 bandits that are trying to rob 2d6+2 farmers.

d100 = 83

  1. D10=1:The players find a legendary sword embedded in a cracked stone, said to belong to a fallen hero. As they attempt to claim it, 2d4 sand wraiths appear, revealing themselves as the hero's former comrades, jealous of his glory and seeking vengeance for his betrayal.
  2. D10=2:A strange phenomenon creates a pocket of verdant jungle in the wasteland, where flora and fauna glow with bioluminescent magic. In the heart of this jungle lies a fountain of rejuvenation guarded by ageless amphibian druids. The rejuvenation, however, comes at the cost of solving nature’s riddles and taming wild beasts.
  3. D10=3:A group of 1d6+2 goblins riding on horseback and looking for food. They will try to kill anyone they encounter.
  4. D10=4:Past a wasteland of cracked and barren ground stands an ethereal garden perpetually shrouded in a mist of arcane energies. This garden blooms with nightshade flowers guarded by shadowy specters. Engaging with the garden’s enchanted fauna and flora can reveal cures to ancient poisons and the secret to dark healing.
  5. D10=5:A group of 2d4 dwarves are sitting by the side of the road, drinking and singing songs
  6. D10=6:A group of 9d4 humans are walking toward the party. The humans are dressed in robes and have goggles covering their eyes. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
  7. D10=7:Two old men, named Turin and Ashwyn, travel from town to town, and from village to village, to spread the news of a nearby, recently found dungeon. They tell rich and poor alike, but are especially eager to tell people who are good with swords, spears or bows. They offer a reward of 1gp a day to any adventurers willing to fight the bugs, spiders and small dragons, who made their home in the unnamed dungeon. The dungeon is currently being attacked by a host of adventurers, because the dungeon had been sealed by a powerful warlock. The warlock is now dead, so the dungeon is no longer sealed. It is, however, filled with the remains of many adventurers. It is rumored that the dungeon is filled with wealth. The dungeon is located to the south-east of town, in the middle of a grassy plain, between a pond of poisonous water and a forest. The pond is next to an old palace, which is home to a host of evil frogs and rats. The palace, which is made of marble and glass, is surrounded by a moat of rancid, and poison water. The palace has many open windows and broken bridges. If a character rings the doorbell and asks the guard, they will be shown the way to an underground entrance, unless they have been involved in the dungeon's recent battles. If the party finds that the underground entrance has been destroyed, they will have to go on a long quest to find the key which unlocks the door. if the adventurers decide to search for the key, it can be found in the treasure there, one key for every adventurer who wishes to enter the dungeon. The key should be hidden in an obscure location, such as in another room in the dungeon. The party should be given something like mood lighting or a relatively comfortable bed to encourage them to rest for four hours so that their maximum hit points will be increased for when they fight in their first battles in the dungeon. If a party member dies in battle, a mausoleum should be constructed at the top of a nearby hill to be used as a memorial for the member. The DM should stress that adventurers who do not rest will not be able to defeat the monsters they encounter.
  8. D10=8:A petrified dragon clutches a crystal ball, showing visions of a great betrayal that led to its undoing. Solving the mystery may grant the party untold power—or curse them with the same fate.
  9. D10=9:You are suddenly surrounded by a thick, impenetrable fog. All sense of direction is lost, and strange voices can be heard whispering in the fog. The party must work together to find their way out of the fog and avoid the illusions and traps that are hidden within it.
  10. D10=10:The players come across a tribe of peaceful, nature-loving creatures who are being attacked by a group of poachers. Will they defend the creatures and their home or ignore their plight?

d100 = 84

  1. D10=1:The adventurers come across a Lightning Rod Tower that’s attracting storms from miles away. Its caretaker, an eccentric old giant who believes he’s a descendant of storm gods, asks for help to improve the tower’s power so he can communicate with his “divine kin.” To do this, the party must secure seven thunder crystals hidden in the high nests of 3d4 giant thunder roc chicks.
  2. D10=2:The party encounters an inexplicably eerie calm, split open by a glowing chasm revealing dimensions hidden between realms. Maneuvering through it involves confronting ancient divinity, acting both wondrous and terrible, granting divine power, or unleashing interdimensional horrors.
  3. D10=3:2d20 orcs, who are running away from a group of 2d10+30 humans. If they are attacked, they will fight. The party can try to help their side or the other side or both sides by attacking the other side or by staying out of it.
  4. D10=4:An angry dragon is terrorizing a nearby village, but upon closer inspection, the party discovers that it's actually a shape-shifting wizard who was cursed by an evil witch. They must help break the curse to stop the dragon attacks.
  5. D10=5:A small group of rangers who are scouting out the area
  6. D10=6:Players encounter a group of 1d4+2 adventurers hunting for food in a forest. The party can either help them or fight them.
  7. D10=7:An abandoned temple is hidden deep in the woods. Inside, the party will find ancient relics and treasures, but also face dangerous traps and puzzles.
  8. D10=8:A group of 5d6+2 dwarves wearing mining helmets are walking through the ruins of an old city. They are carrying mining picks. They are planning to extract minerals and precious jewels from the city ruins. They are willing to trade with any party that is willing to help them in their search for valuable ore.
  9. D10=9:In a sunken temple, the players find a forgotten cult that worships a twisted deity. They offer knowledge in exchange for services, but the knowledge comes at the cost of someone’s betrayal.
  10. D10=10:A group of 2d6+2 dwarves hunting for food in the forest. The party can either help them or fight them.

d100 = 85

  1. D10=1:A giant chessboard, etched into the sand by cyclopean hands, becomes animated as players step onto it. Spectral knights and whimsical, living chess pieces demand the party play a high-stakes game where each move brings life or death. Winning the game, with the help of magical constructs that reveal secret strategies, involves uncovering hidden passages beneath the board leading to buried treasures.
  2. D10=2:Howling gusts carry the desperate call of a vengeful air elemental whose child was slain. Players must find the murderer or face relentless wind storms.
  3. D10=3:A line of unusual egg-shaped stones rolling alongside the party expands into a ravaging pack of massive roc chicks searching for their vanished parents, their cries attracting ambivalent giants.
  4. D10=4:A small group of 1d4+2 dragonneer are approaching the party. The dragonneer have 2 riding dragons that they will fly on. The dragonneer group consists of 10 men from the kingdom of Perrin. They are coming to collect payment from the royal family for the supply of dragon eggs that were used for breeding. The dragonneer are well-armed and are highly skilled veterans. They will attack the party if they get close.
  5. D10=5:A rogue meteor shower brings extraterrestrial debris, casting cynosure on hidden underrealm entryways. The disturbance awakens giant, ringed rockworms that feed off the falling fragments.
  6. D10=6:You see a foul mutant giant dragon. It has 2d10+200 hit points and will be flying in the direction of the party. It will fly over the party and then land a little further from it. The party can try to hide or attack the dragon. The dragon will fly past the party and fly in another direction or land about 500 feet from the party. If the party attacks the dragon and kills it, they find one of the following. A bag of gold coins. A ring of protection +1. A sword +2. A bag of jewels. A lute for a bard which can be used as a magic instrument by anyone trained in the skill.
  7. D10=7:You stumble upon a group of 3d6+1 friendly druids who are trying to stop a powerful logging company from destroying the nearby forest. The druids ask for the party's help to sabotage the company's operations. Will the party choose to side with the druids or help the company?
  8. D10=8:Nester, the scavenger (Gremlin), talks to the party. He can tell if they are telling the truth and can cast Charm Person on the party so they will like him. He is looking for food and will not harm them if they give him something that is edible.
  9. D10=9:A powerful fire giant has taken residence in the ruins of an ancient temple, demanding tribute from the nearby villages. The party must defeat the giant and reclaim the temple for the rightful guardians.
  10. D10=10:The wind carries the mournful howling of 3d6 bloodthirsty ghouls stalking a lone hermit who has hidden himself for decades in these wastes. The hermit holds knowledge of a hidden library filled with ancient texts. He will share directions to the library if rescued but warns of powerful, lingering anti-magic traps within.

d100 = 86

  1. D10=1:Veiled in sandstorms and haunted by whispers of ancient arcane tongues, an enormous underground cave system unravels before the players. This cave is home to earth elementals safeguarding a powerful geomantic artifact. Piecing together scattered artifacts and glyphs is key to mastering the earth’s energy.
  2. D10=2:The second entryway leads to an area with a small pond. In front of the pond, the party finds a hidden treasure chest. The chest is guarded by a 2d6+2 leeches. If you attack the leeches they will all come out of the pond and attack the party. They have 10 hit points each and live in the water.
  3. D10=3:At a crossroads of cracked earth and twisted metal, the party encounters a giant, rainbow-hued cocoon suspended between two skeletal trees. Inside, a phantasmal voice calls for help. Approaching with caution, the players meet Seraphina, a celestial being trapped by a dark curse. To free her, they must recover three enchanted crystals held by marauding night hags. Once liberated, Seraphina’s transformation into a radiant butterfly-like creature blesses the Wasteland with a shower of rejuvenating light, causing greenery to spontaneously blossom and offering the players a boon of celestial protection.
  4. D10=4:Amid flattened dunes, traces of broken civilization lie—forgotten libraries renowned for otherworldly tomes. Interacting carefully within invisible barriers draws attention from 2d6 bound phantoms linked across epochs.
  5. D10=5:A group of 1d6+2 ogres riding on horseback and looking for food. They will try to kill anyone they encounter.
  6. D10=6:A wandering magician who keeps getting lost between dimensions pops up, asking for herbal tea and offering unusually odd but effective magic stones as rewards for proper brewing.
  7. D10=7:A group of 1d6+2 halflings who are traveling in caravans to trade with nearby towns
  8. D10=8:A group of barbarians are attacking a group of humans. The humans are members of an evil tribe. The barbarians are saving a group of captured humans.
  9. D10=9:A mutant with the head of a bear and antlers from a deer charges towards the party, snarling and raising its claws. It is guarding a hidden cache of weapons and supplies, left behind by a group of scavengers.
  10. D10=10:The party comes across a group of dragon hunters who have captured a dragon and are planning to sell its scales and teeth for a hefty profit. However, when the party intervenes, they discover the dragon is actually a shape-shifter who is under a curse. The party must find a way to break the curse and free the dragon from the hunters.

d100 = 87

  1. D10=1:The party encounters a trio of friendly 1d4+1 treants who are on a mission to protect the forest from a group of loggers. The players must choose whether to aid the treants in their cause or side with the loggers and potentially gain riches from the sale of the forest's resources.
  2. D10=2:The party comes across an old stone gate that has been destroyed.
  3. D10=3:Mauled Creature. The party comes across an injured animal.
  4. D10=4:A caravan of 3d8 mechanical ostriches stumbles upon the party, each carrying half-mad alchemists trying to find the perfect formula for "Liquid Luck." Their most recent batch has caused all the ostriches to grow preposterously large ears, giving them the ability to eavesdrop from miles away, and now rival guilds are closing in. The alchemists need help to escape or negotiate a truce, offering some experimental elixirs for assistance.
  5. D10=5:Players find an inscription warning of vengeful hydra, mutated by wasteland secretions, awaiting vengeance for transgressions against its brood. Players face the hydra’s multiple heads.
  6. D10=6:The party sees a group of five elves. They are traveling to another city to purchase food supplies. It is unknown what they will do if they see the party.
  7. D10=7:A group of boars that are very organized. They have a leader and are very disciplined.
  8. D10=8:A village is in front of the party. This village is run by a group of 50 ghasts. They will attack the party. 2d10 of them are riding horses. The party can bribe and request some information. The ghasts will tell the party that they butcher everyone who comes through the village and sell the meat to a nearby town. They will tell the players that they have been here for almost 800 years and have been a very stable community. They have a population of 150 ghasts and 50 horses. They have been aware of a nearby magical underground city and have been studying it for a very long time.
  9. D10=9:Trees petrified by a millennia-old curse erupting with hidden life reveal enchanted seeds capable of growing into powerful allies or transportous plants leading to unexplained Wasteland enclaves.
  10. D10=10:A group of 1d4+6 giant ants are in a section of forest, looking for food and water. They are looking for a town to settle in. If the party approaches, they will attack the party unless food and water is provided or they are given no choice but to fight the party.

d100 = 88

  1. D10=1:Pterodactyls
  2. D10=2:While wandering through the desert, the players stumble upon a group of 1d4+1 nomads who are guarding a mystical oasis. The players must earn the nomads' trust in order to gain access to the oasis and its life-sustaining waters.
  3. D10=3:As the players travel through a radioactive area, they stumble upon a strange cult worshiping a glowing orb. The cultists believe that the orb will grant them eternal life, but in reality, it will turn them into mindless zombies. The players must either destroy the orb or defeat the leader of the cult to save them. Be warned, the leader is a powerful necromancer with an army of undead at his disposal.
  4. D10=4:A mysterious figure in a cloak offers to sell the party a treasure map. However, the map may lead them to a dangerous and cursed location.
  5. D10=5:A group of 2d6+1 peasants. On the road, the party encounters a group of 1d6+3 merchants. Both groups have been in the wilderness for 3d6 days. They are friendly.
  6. D10=6:The players stumble upon a group of friendly goblins who are being hunted by an orc warlord. The goblins are skilled in tinkering and have created a powerful weapon that they will give to the players if they help them defeat the orc and his army. The weapon is an explosive goblin-made rocket that does 8d6 fire damage. Be careful though, as it has a chance to backfire and cause damage to the user.
  7. D10=7:Troll
  8. D10=8:The players stumble upon a group of travelers who have been cursed with eternal bad luck by a vengeful witch. The players can choose to help them lift the curse or take advantage of their misfortune to gain some loot.
  9. D10=9:The players encounter a group of feral children who have been abandoned in the wasteland and forced to fend for themselves. Will the players take them in and care for them, or leave them to their own devices?
  10. D10=10:Several undead creatures are attacking a group of people. The undead creatures are zombies and skeletons that were created by a necromancer who is currently ruling an evil city. The necromancer has hired a group of adventurers to protect the region. The adventure group is good aligned.

d100 = 89

  1. D10=1:A group of druids is trying to protect a sacred tree that can cure any illness or ailment. However, a group of ogres is planning to cut down the tree and use its powers for their own gain. The druids ask the players to help them defend the tree and in return, they will teach them the ways of nature magic.
  2. D10=2:The party will see a pack of 3d4+1 wolves. They will be sleeping in the woods. They are the wolves that attacked a farm nearby.
  3. D10=3:A tentacle creature is lurking in a nearby river.
  4. D10=4:Through swirling grit and stone, you are suddenly surrounded by hooded figures. They speak in cryptic tongues, brandishing relics whose dark powers can be tantalizing or treacherous, depending on your response. They hint at an across-the-wasteland plot against distant kingdoms.
  5. D10=5:Players find a dying old man who claims to be a king deceived by his council, leaving his kingdom in ruins. His tale reveals a hidden threat emerging in their path, a result of his past decisions.
  6. D10=6:A small group of 2d6+3 dwarves are in a wagon on the road. The wagon is full of weapons and they are hunting for food.
  7. D10=7:A group of 12 dwarves traveling in a convoy of six wagons. They are heading towards the ancient city of Dudar to trade some weapons. They have one spell caster with them, a magic user. If a friendly conversation is started, the wizard will explain that their leader was killed by a giant snake a few days ago and they are having trouble finding a new leader. They will take any good leadership candidates with them.
  8. D10=8:2 lizardmen
  9. D10=9:2 hill giants
  10. D10=10:A large crater in the ground holds a strange, glowing pool of liquid. It seems to have healing properties, but also has a side effect of causing hallucinations.

d100 = 90

  1. D10=1:While seeking shelter from a storm, players uncover a hidden bunker occupied by 1d8 survivors of a great betrayal. They beg players for aid, but the players must decide whether to intervene or risk revealing the bunker’s location to outside threats inadvertently.
  2. D10=2:Giant snake
  3. D10=3:A group of 1d8+1 dwarves are fighting with a group of bandits. The dwarves are stranded and are in need of help. They are unaware of the party until the party gets close to them.
  4. D10=4:A group of 1d6+2 ogres riding on horseback and looking for food. They will try to kill anyone they encounter.
  5. D10=5:A group of 9d4 humans are walking toward the party. The humans are dressed in robes and have goggles covering their eyes. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
  6. D10=6:A group of 4 cavemen driving 3 cavewomen in front of them toward a cave. They are hunting for female cavepeople for their own cave. They are looking for women to mate with. The cavemen are strong and tough with good fighting and leadership skills. They know how to be stealthy on the battlefield. The cavewomen are medium sized and are very strong, but weak in magic. They will try to fight back if given the chance. The cavemen can be males or females. The caveman's cave is 50 feet in diameter and 20 feet tall. Their cave is 3 miles north of their current location. They are hunting in a radius of 1 mile around their cave. The cavemen have a 1 in 10 chance of seeing the party during the hunt.
  7. D10=7:Zebban the Mad is in the wasteland. He is a very old sorcerer who is insane. He doesn't want to be attacked. He is just trying to make his way to the town of Everfallen with his staff, his seven trained chickens, and his wagon full of things to sell. He will talk to the party if they approach him. He will be very excited and happy that the party is talking to him. He likes any kind of talking. If the party is rude to him or tries to attack him, he will scream at them and blast them with a bolt of lightning. He has a +4 sorcerer of lightning bolt ability. He is wearing robes, a hat, and has a magic staff. His staff is used for protection from enemies as well as a tool to summon his seven chickens. If the party attacks him, they will fight to the death. If they talk to him, they can possibly trick him into leaving the area and not coming back. He needs to go to town so he can restock his stock of magic items.
  8. D10=8:A manticore is flying above the party. The manticore is the servant of an evil sorceress named Cerdwyn. She is extremely tall, about twice the size of an elf. She is dressed in black robes and she has large black wings. She has a large pair of dragon horns. She is riding on a large black and red dragon that is named Demon. She is carrying and evil bow and will fire down arrows at the party while her manticore circles above the party. The manticore will fly away after the sorceress dies and will head north towards her lair.
  9. D10=9:You see a group of 20 orcs and 2d6+10 humans charging down on you. If attacked, the orcs will fight the party and the humans will flee.
  10. D10=10:An old and wise human woman named Greetings is sitting by the road looking for travelers to give a message to. She is waiting for someone, but she cannot remember who. She will say that she is lost and will ask if she can follow the party to their town. She will say that she has a reward for the party for delivering her message. She will try to get the party to trust her and follow her to her home. She will say that her home is just over the hill, but the journey will take about 3 days. She will encourage the party to stay at her home, but once the party arrives at her home, it will be empty and she will run away and disappear into thin air. If a PC searches her home, they will find a journal written about her and about a half mile away from her home, there is a grave that says: "So long Greetings."

d100 = 91

  1. D10=1:You encounter a young shepherd leading 2d6 odd-looking sheep over the barren hills. The sheep are actually illusions protecting the shepherd from lurking wyvern raiders.
  2. D10=2:A tribe of humans is on the road. They are headed towards a nearby city. They are carrying a large wagon that is being pulled by a group of large giants. The giants are carrying the wagon, and the humans are guiding them.
  3. D10=3:3 lizardmen in the distance attacking a herd of 16 cattle. They will not attack the party unless the party is chasing them down into their territory.
  4. D10=4:The crackling fires and scent of ambush reveal nine revenge-driven salamanders avenging the pollution of their lava lake by rogue alchemists. Players can purify the lake or risk becoming dust.
  5. D10=5:A group of 1d6+2 ogres riding on horseback and looking for food. They will try to kill anyone they encounter.
  6. D10=6:A desolate road suddenly becomes alive with the presence of 2d6 spectral highwaymen who pelt insults and illusory projectiles at the party. These spirits were once part of an ill-fated theatrical troupe cursed for mocking a powerful sorcerer. They need the adventurers to redeem their souls by performing the play correctly on a desolate mountain stage guarded by ice-breathing drakes.
  7. D10=7:Players find a shattered mirror that speaks in riddles, promising to show their deepest desires. As they peer into it, they see an alternate future where they each become twisted versions of themselves. Breaking the mirror releases 1d6 mirror fiends, intent on taking those dark futures.
  8. D10=8:An exiled prince dies in the players' arms, whispering of a royal conspiracy. His traitorous siblings seek the players’ heads in retribution, guided by merciless golems programmed to terminate all perceived threats.
  9. D10=9:You notice a strange glow in the distance, and as you approach, you see a group of floating orbs that are actually sentient creatures. They offer to grant you a wish in exchange for a favor, but be careful, as their definition of a wish may not be the same as yours.
  10. D10=10:Wandering upon an ancient bathhouse, players discover a group of 3d8 slaves freed from their captors, seeking guidance. The slaves possess hidden tattoos leading to a secret haven, an underground resistance breaking chains of tyranny forced upon their kindred.

d100 = 92

  1. D10=1:Via a treacherous cliffside path, your party faces near-continuous small avalanches. Rocks shift eerily, like being manipulated by some unseen force. As you ascend, you are confronted by three stone giants whose territory you've trespassed upon.
  2. D10=2:You come across a small town that is being attacked by large myconids. They are taking children to enslave them. They are planning on raising them as food. If the myconids get the children, your party will be dealing with 80+ myconid slaves. Your party will have to kill the myconids to free the children.
  3. D10=3:Encountering a peculiar windmill run by an enigmatic wind deity, players may seek protection by negotiating through challenging trials. Passing these explores links to air elemental portals and ancient aviation artifacts scattered across wastelands.
  4. D10=4:The party finds a satchel of coins. The coins are from a different country.
  5. D10=5:Encountering a line of fifty despondent townsfolk awaiting an imaginary bus—with a quack alchemist as the driver—players must decide to either play along or expose the fraud. Help them shatter illusions for healing herbs, or refuse, facing hallucinogenic traps.
  6. D10=6:You find a quaint, abandoned cottage surrounded by thriving berry bushes. The bushes are whispered to be cursed by a witch, tables turned into 3d6 aggressive shrubs upon picking.
  7. D10=7:If the party opens the treasure chest, they will find a small stone tablet with an inscription from an unknown language. The tablet has no monetary value and no magical properties. The inscription, translated to common language, reads "You will never return from this passage, for you will walk into your own death."
  8. D10=8:Players encounter a band of six brigands whose leader seeks revenge on a traitor in his own group. They can aid in revealing the traitor or risk being caught in the crossfire.
  9. D10=9:A shimmering, spectral library appears out of nowhere, filled with books that emit ghostly whispers. Reading them reveals truths too horrifying to bear. Each book read brings closer an attack by 2d4 haunted librarians, guardians of forbidden knowledge.
  10. D10=10:The party sees a cloud of dust in the distance. When they approach it, they see a caravan of 1d8+5 oxcarts. The caravan is led by a half-elf merchant.

d100 = 93

  1. D10=1:The party stumbles upon a rogue wizard who is causing chaos in the nearby town with his unstable magic experiments. They must stop the wizard before he destroys the town, but they must also be careful not to get caught in his powerful spells.
  2. D10=2:Following the harsh cries of buzzards, players find five cursed soldiers who converted into vengeful undead, attacking anyone who resembles their enemies. Players must break their curse or join their tale.
  3. D10=3:A black, oily river snakes through the Wasteland. Dead fish with humanoid faces float on its surface. Attempting to cross it summons 1d6 corrupted water elementals and leaves those who do with haunting dreams of a world drowned in darkness.
  4. D10=4:A towering monolith of pure black, etched deep with sigils unseen before, draws black ooze creatures—1d8 sentinels testing all branded by its touch. Triumph gives players insight into sigil origins, leading to hidden sealing points veiled.
  5. D10=5:Witnessing a magical conflux as ley energies converge, creatures undergo unnatural evolution. Combatting evolved 3d8 wasteland creatures offers scientists’ notes detailing mutations spreading through various holds and probable epicenters.
  6. D10=6:A flying stone golem named Gary Goyle. He's got a few levels in mage and can cast spells. Tough armor class.
  7. D10=7:ZOMBIE TREE. The party comes across a tree that is full of zombies. The zombies attack the party if they come too close. The zombies are in the tree because they are in the tree. They will not attack the party if they stay away from the tree.
  8. D10=8:A patrol of 2d4+3 soldiers and their mounts in the wilderness.
  9. D10=9:The players come across a tribe of peaceful, nature-loving creatures who are being attacked by a group of poachers. Will they defend the creatures and their home or ignore their plight?
  10. D10=10:While resting for the night, the players are approached by a ghostly figure who begs them to find their lost locket that was stolen by a group of bandits. The locket is said to contain the spirit's only connection to the living world and they will not rest until it is returned.

d100 = 94

  1. D10=1:You encounter a group of displaced merfolk who have been forced onto land by a powerful sea monster. The merfolk ask for the party's help to reclaim their ocean home. If the party agrees, they will have to face numerous underwater challenges and battles before facing the sea monster.
  2. D10=2:Amid a wasteland of endlessly undulating dunes and sudden sinkholes, players find an extraordinary gem-studded cavern. Here, a dragon made of crystal and sand mankind's ancient seismic tomb rests. Deciphering the geological riddles within these tombs grants knowledge for geomantic manipulation and valuable treasures.
  3. D10=3:In the middle of a desolate wasteland, the players find a lush, green oasis with a beautiful fairy fountain in the center. Will the players risk drinking from the fountain and potentially experiencing its magical effects or play it safe and move on?
  4. D10=4:The party sees a group of 1d4+2 black dragons flying overhead. They are headed towards a mountain range in the distance. They are 10 miles away from the party and are moving fast.
  5. D10=5:A collapsing mine reveals three vengeful stone spirits seeking justice against those who disturbed their rest. Players must navigate through the haunted mines either to calm or combat the spirits.
  6. D10=6:As the players camp for the night, a group of friendly trolls approach them, asking for help. Their leader has been captured by a group of bandits and they need the players' assistance to rescue him. In return, the trolls will reveal a shortcut that leads to a valuable treasure. However, the shortcut is filled with dangerous traps and hidden guardians.
  7. D10=7:The players encounter a debating team of 2d6 cockatrices arguing about crossing roads. Each side is dead-set (pun intended) on winning. Mediation might earn an unlikely alliance and perhaps an amusing pseudo-intellectual cockatrice professor.
  8. D10=8:A group of 2d6+2 blue-skinned humanoids with 8 tentacles each are hunting a deer. It's a large deer, not a normal deer.
  9. D10=9:Beneath an eclipse, the players witness 1d4 celestial beings locked in combat after a grave betrayal. Deciding whom to support might alter the heavens themselves or damn the region to shadow.
  10. D10=10:As the party rests for the night, they hear strange whispers coming from the nearby trees. Upon further investigation, they discover a group of treefolk being terrorized by a black dragon that has taken over their forest. The treefolk plead for the party's help in defeating the dragon and reclaiming their home.

d100 = 95

  1. D10=1:A group of lizard men who are riding around the area searching for a group of humans who have stolen something from them. They have 2d4+2 lizard men and have captured 3d4+3 humans, who are tied up and are being used as hostages.
  2. D10=2:A group of 1d6 + 1d6 soldiers with blue armor and blue flags are standing in front of the party. They are looking for the party. They are going to arrest the party because of a crime they committed in a nearby town. The party is to follow them to the nearby town but not too closely. The soldiers will give the party directions on what to do when they reach the town.
  3. D10=3:The players find a legendary sword embedded in a cracked stone, said to belong to a fallen hero. As they attempt to claim it, 2d4 sand wraiths appear, revealing themselves as the hero's former comrades, jealous of his glory and seeking vengeance for his betrayal.
  4. D10=4:Amidst a field of withered flora lies a wounded fey who enlists players to exact vengeance on their betrayers. If the quest is ignored, the field becomes a dangerous, cursed wasteland that haunts the players.
  5. D10=5:You come across a group of 1d6+1 friendly centaurs who are being hunted by a group of hunters seeking to capture them for their powerful magical abilities. The centaurs ask for the party's help to escape and offer to teach them their ancient rituals and spells as a reward.
  6. D10=6:The skeletons of long-dead beasts form a monstrous graveyard. As players navigate through, they feel dragged down by unseen forces. Activating the graveyard's protection wards awakens 1d8 skeletal giants whose tragic past involves a betrayed kingdom.
  7. D10=7:A group of 1d4+1 small children and 1d4+1 adults are running in the opposite direction of the party. They are being chased by 1d6+2 half-ogres. The half-ogres will not attack the party unless they are attacked first.
  8. D10=8:A small group of 2d4+2 gnomes are riding in a wagon pulled by a donkey. They are heading in the direction of a small town on the other side of the bridge.
  9. D10=9:A group of people are fighting over an old, rusty sword. They are arguing about who will take it and keep it. The sword has a magical aura around it. The sword has been there for a long time, unnoticed by the villagers. They are fighting because some of the people discovered the sword today.
  10. D10=10:Tyrannosaurus Rex

d100 = 96

  1. D10=1:Grogs, 2d4+2 fighting griffons, are circling the party and making it difficult for the party to move. The griffons are difficult to hit and have dark vision.
  2. D10=2:The sound of fighting and screaming is heard from a distance. A party of 1d4+1 goblins is attacking a party of 4d10+2 men and 2d6+2 women. They are surrounded by the goblins, who are using a net to keep them held in place. The party is being attacked by 2d4+2 goblins with long bows. They are being shot at from a distance. If a party member is hit by an arrow and dies, the rest of the party will have to run away, making the goblins chase after them into the woods. They are firing at what they believe to be the leader of the party. The leader of the goblin group is a halfling sized goblinoid. He is mainly wearing studded leather armor and is dual wielding a short sword and a quarter staff. He is riding on a giant wolf, which he has tamed using magic. The goblinoid has a wand with a few charges left in it. He has a pouch with a few small diamonds in it. He has a pouch with a few small emeralds in it.
  3. D10=3:The third entryway leads to a large cavern that contains a pool with a glowing blue liquid in it. The liquid will heal the party for 1d4+4 hit points if they drink from it, but it will also turn them into a horse for 1d6 days.
  4. D10=4:Abandoned alchemical equipment lies strewn across an open plain. The alchemist's spectral form lingers, mumbling of a great experiment gone awry. Any attempt to use the equipment releases 2d6 acid spirits bound by the alchemist’s failed experiment.
  5. D10=5:Horse-bound Merchant. The party comes across a merchant on the plain leading a horse.
  6. D10=6:A traveling merchant has food and supplies. The party can buy them if they have money. The merchant is currently taking a break. If the party steals his stuff, he will get angry and fight the party.
  7. D10=7:A band of 1d4+3 gnomes named The Mighty Gnome Rangers are on their way to the Temple. They are hoping that the party will let them join them and help fight off the enemy. The Mighty Gnome Rangers will give the party a reward for joining them in their quest.
  8. D10=8:All around you, you hear the eerie laughter of a madman. As you cautiously move forward, you see a crazed sorcerer dressed in rags, surrounded by a circle of bones. He is performing a ritual and will stop at nothing to achieve his end goal. The party must choose whether to intervene or let the sorcerer continue with his madness.
  9. D10=9:The party stumbles upon a group of goblins trying to pass off a stolen dragon egg as their own. The mother dragon is flying overhead, searching for her lost egg. If the party intervenes and returns the egg to the mother, she may reward them with a valuable treasure. If not, the party will have to face the wrath of an angry dragon.
  10. D10=10:You see a small cabin. There are many pieces of paper covering the walls. You see stick figures with numbers on them. A small female halfling sits at the table. She is a scribe of great wisdom. The pieces of paper represent the locations of nodes of power that run through the area. She keeps track of them. What they do while they are in her cabin is a mystery. She will tell you where each of the nodes are. She will allow you to use her maps and to copy them onto your own for a small fee. If you give her a gift of coins or gems, she will be more than willing to let you take the maps with you.

d100 = 97

  1. D10=1:They stumble upon a sprawling graveyard where the gravestones bear the names of their own ancestors. Defiling any grave here harbors the wrath of the spirits within, who reveal the tragic downfalls of their lineage.
  2. D10=2:In the middle of nowhere, a vibrant masquerade ball is held suddenly and without warning, presided over by 1d12 masked nobles whose faces shift to match the players’ worst fears. The nobles claim to be remnants of an old, whimsical court fated to wander the Wasteland. Joining the ball can reveal hidden strengths and transform weaknesses but risks players becoming permanent participants in this eternal dance.
  3. D10=3:I don't like the idea of a zombie tree, so instead I would have the party come across a tree that is growing zombies. They are sentient and can climb out of the tree and attack the party.
  4. D10=4:A company of 1d6+3 monks traveling in the wilderness.
  5. D10=5:An ancient, decrepit windmill stands alone, housing a clockwork construct driven mad by solitude. It desperately wants to entertain with its rusty puppet show, which contains cryptic clues to a long-forgotten pact between humans and fey.
  6. D10=6:Giant spider with a human body, who are called the spiders of the gods
  7. D10=7:You sense a presence in the distance. A group of 1d6+4 marauders are hiding behind a tree and will attack the party when they get close enough.
  8. D10=8:A group of 4d6 elves on horseback are traveling through the desert. They are carrying longbows and have a pack-mule in tow behind them. They have been hunting for days and have come across nothing. They have not eaten in a month and need all the food that they can find. They will trade some of their food with the party if they feel that the party is trustworthy.
  9. D10=9:In the middle of a desolate wasteland, the players find a lush, green oasis with a beautiful fairy fountain in the center. Will the players risk drinking from the fountain and potentially experiencing its magical effects or play it safe and move on?
  10. D10=10:You discover an old well that grants wishes. Each wish, however, awakens 2d4 undead guardians demanding a life to balance the mystical scale.

d100 = 98

  1. D10=1:A massive, rotting carcass of a dragon lies half-submerged in the Wasteland. As players approach, 2d8 carrion crawlers emerge from its belly, feasting on the decaying flesh. Hidden within the dragon's bones is a strange artifact that pulses with dark energy.
  2. D10=2:The party sees a group of 1d6+1 human pilgrims that are from villages far from the party. They are all walking around in circles, but they do not see the party because they are blinded by the magical belt that they wear. They have been walking around like this for days and do not know where they are going. They have been walking since they were young and are very old now. There is a 1 in 6 chance that they will not see the party when they pass by and a 5 in 6 chance that they will see the party and ask them if they see anything.
  3. D10=3:Players encounter a group of 1d4+2 merchants trying to sell their goods to other merchants or victims who have been injured in the recent attack from the remnants of the black dragonflight.
  4. D10=4:A group of 1d4+1 werewolves beseech the party for their help in breaking a curse that has kept them in their lycanthropic forms. The party must find a way to lift the curse or risk facing the wrath of the wild beasts.
  5. D10=5:Players encounter a group of 1d4+2 adventurers hunting for food in a forest. The party can either help them or fight them.
  6. D10=6:Primed to infernal theatrics, three devilkin reinterpret legendary adventurers as bumbling fools. Participating profits with spell-tactics against fiends, refusing evokes retaliatory infernal miseries unleashed as malevolent imps.
  7. D10=7:A group of 2d6+2 elves camping in the forest and trying to find food. The party can either help them or fight them.
  8. D10=8:The party finds themselves trapped in a sandstorm where illusions of their greatest betrayals come to life. Each must battle their own nightmare or risk losing their sanity forever.
  9. D10=9:A group of friendly, sentient, talking animals greets the party and asks for their help in protecting their forest from a band of greedy loggers. The animals offer their knowledge of the forest and its secrets as payment to the party.
  10. D10=10:The party will encounter a group of 5 black-robed figures emerging from the sand and approaching the party. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.

d100 = 99

  1. D10=1:A crystal-clear pool reflects the sky perfectly, a haven for weary travelers. Drinking from it can heal wounds, but it also draws the attention of 1d8 harpies seeking to protect its purity.
  2. D10=2:A twisting spire of rock, whimsically shaped like a spiraled seashell, glows with arcane energy. At its pinnacle, 1d4 dream sorcerers hold court, manipulating reality with their eldritch magic. The sorcerers demand tribute: dreams and memories of the players that can alter their fates. Engaging with these enigmatic figures provides incredible but fleeting power and opens a gateway to an ethereal dreamscape beyond the material world.
  3. D10=3:Seven statues animated by unknown arcane powers engage in a frenetic debate over the importance of stonework. Handling them diplomatically provides players with fortification spells or fail, turning statues into malevolent stone golems.
  4. D10=4:Vast stretches of cracked land teem with small, glasslike shards glistening menacingly. Ignoring them too long results in their sudden animation as 1d6 crystal golems controlled by a dark sorcerer demanding sacred texts contained within the nearby fallen temple ruins.
  5. D10=5:A churning blood-red river blocks your path. The ferryman, a hooded figure with raven eyes, demands payment in memories or favors. Denying the bargain awakens river guardians who assail you with psychically-induced terror.
  6. D10=6:4d12 ghouls
  7. D10=7:The characters meet an elderly woodcutter and his son. They inform the characters that the area is dangerous because of the number of rakshasai located in the area. They have been warned to avoid the area. The characters should be able to understand them (if the characters don't have the ability to understand the language, the characters should be able to share memories, and then they can understand the language).
  8. D10=8:Fungal blooms splay over secrets deeply buried here. Awakening 2d8 sporewalkers guarding these pheromone-laden patches shows pathways honor-keeping covens once traveled. This walk heralds pre-communion meetings masked under fogs.
  9. D10=9:A group of 1d6+2 bandits that are trying to rob a merchant wagon.
  10. D10=10:An eerie, abandoned temple to a long-forgotten deity rises on the horizon. It emits a pulsating, corrupting energy. Entry releases guardian golems and engaging mosaics depicting apocalyptic visions. A deeper exploration uncovers a being slowly awakening within.

d100 = 100

  1. D10=1:A traveling merchant approaches the party, offering to sell them a map to a rumored hidden treasure. However, upon closer inspection, the party realizes the map is actually a cleverly disguised trap, set by a rival merchant looking to get rid of his competition. How will the party handle this deceitful encounter?
  2. D10=2:A group of giant spiders are blocking the only path through a mountain pass. However, upon closer inspection, the spiders are being controlled by a powerful druid who has gone mad with power. The party must figure out a way to defeat the druid and lift the control over the spiders.
  3. D10=3:The players encounter a strange, floating platform in the middle of the wasteland. Upon stepping on it, they are transported to a mysterious realm where they must compete in various challenges to earn powerful rewards.
  4. D10=4:Ugly brownish purple goblins are walking around this area. There are 1d4+1 goblins in this group. They are just walking around. They are not doing anything. They are not attacking. They are not running away. They are not going anywhere. They are just walking around. They look at the party and look at each other. The goblins are carrying small spears and have leather armor. They are also carrying small backpacks with a few rations in them.
  5. D10=5:As the party is resting in a tavern, a group of 5d10 drunken sailors stumble in. They challenge the party to a drinking contest and bet their ship on the outcome. If the party wins, they gain ownership of the ship and its crew, but if they lose, they must pay a hefty fine or face the consequences.
  6. D10=6:The party comes across a group of gnomes tinkering with a strange contraption. They claim it is a machine that can turn rocks into valuable gems, but it seems to be malfunctioning. Fun fact: it actually turns rocks into explosive rocks.

Use this table with the rest of Doungim's D&D 5e toolkit

A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

Other dice tiers for the wasteland: D1, D4, D6, D8.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

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